Force input coverage to be only a byte in gpu shaders.

Prime coverage invariant output calculations with single component

BUG=skia:

Review URL: https://codereview.chromium.org/649783003
diff --git a/src/gpu/GrAARectRenderer.cpp b/src/gpu/GrAARectRenderer.cpp
index ae8a06c..6843aca 100644
--- a/src/gpu/GrAARectRenderer.cpp
+++ b/src/gpu/GrAARectRenderer.cpp
@@ -265,7 +265,7 @@
 extern const GrVertexAttrib gAARectAttribs[] = {
     {kVec2f_GrVertexAttribType,  0,                                 kPosition_GrVertexAttribBinding},
     {kVec4ub_GrVertexAttribType, sizeof(SkPoint),                   kColor_GrVertexAttribBinding},
-    {kVec4ub_GrVertexAttribType, sizeof(SkPoint) + sizeof(SkColor), kCoverage_GrVertexAttribBinding},
+    {kUByte_GrVertexAttribType, sizeof(SkPoint) + sizeof(SkColor), kCoverage_GrVertexAttribBinding},
 };
 
 // Should the coverage be multiplied into the color attrib or use a separate attrib.