Move all ShaderBuilder files to GLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/gl/GrGLGeometryProcessor.cpp b/src/gpu/gl/GrGLGeometryProcessor.cpp
index c01e305..de4a5a3 100644
--- a/src/gpu/gl/GrGLGeometryProcessor.cpp
+++ b/src/gpu/gl/GrGLGeometryProcessor.cpp
@@ -7,11 +7,13 @@
 
 #include "GrGLGeometryProcessor.h"
 
-#include "builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
 #include "glsl/GrGLSLProcessorTypes.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
 
 void GrGLGeometryProcessor::emitCode(EmitArgs& args) {
-    GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
+    GrGLSLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
     GrGPArgs gpArgs;
     this->onEmitCode(args, &gpArgs);
     vsBuilder->transformToNormalizedDeviceSpace(gpArgs.fPositionVar);
@@ -23,7 +25,7 @@
                                            const SkMatrix& localMatrix,
                                            const TransformsIn& tin,
                                            TransformsOut* tout) {
-    GrGLVertexBuilder* vb = pb->getVertexShaderBuilder();
+    GrGLSLVertexBuilder* vb = pb->getVertexShaderBuilder();
     tout->push_back_n(tin.count());
     fInstalledTransforms.push_back_n(tin.count());
     for (int i = 0; i < tin.count(); i++) {
@@ -45,7 +47,7 @@
 
             const char* uniName;
             fInstalledTransforms[i][t].fHandle =
-                    pb->addUniform(GrGLProgramBuilder::kVertex_Visibility,
+                    pb->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
                                    kMat33f_GrSLType, precision,
                                    strUniName.c_str(),
                                    &uniName).toIndex();
@@ -94,7 +96,7 @@
                                            const char* localCoords,
                                            const TransformsIn& tin,
                                            TransformsOut* tout) {
-    GrGLVertexBuilder* vb = pb->getVertexShaderBuilder();
+    GrGLSLVertexBuilder* vb = pb->getVertexShaderBuilder();
     tout->push_back_n(tin.count());
     for (int i = 0; i < tin.count(); i++) {
         const ProcCoords& coordTransforms = tin[i];
@@ -122,7 +124,7 @@
 void GrGLGeometryProcessor::setupPosition(GrGLSLGPBuilder* pb,
                                           GrGPArgs* gpArgs,
                                           const char* posName) {
-    GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
+    GrGLSLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
     gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
     vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
 }
@@ -132,13 +134,13 @@
                                           const char* posName,
                                           const SkMatrix& mat,
                                           UniformHandle* viewMatrixUniform) {
-    GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
+    GrGLSLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
     if (mat.isIdentity()) {
         gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
         vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
     } else {
         const char* viewMatrixName;
-        *viewMatrixUniform = pb->addUniform(GrGLProgramBuilder::kVertex_Visibility,
+        *viewMatrixUniform = pb->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
                                             kMat33f_GrSLType, kHigh_GrSLPrecision,
                                             "uViewM",
                                             &viewMatrixName);