re-run tools/rewrite_includes.py

PS2 adds a rewrite for Skia #include <...> to #include "...", letting
them be otherwise rewritten and sorted too.  (We do need one exception
for the Vulkan headers, which will otherwise be rewritten to always
point to our own.)  I don't think it's particularly important to
favor "" or <>, but picking one keeps things consistent.

PS3 adds a missing SkMutex.h include.

PS4 fixes a terrible readability problem.

Change-Id: Id9fe752727ef30e802b1daf755ee2ed15e267577
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229742
Commit-Queue: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: Mike Klein <mtklein@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/shaders/SkRTShader.cpp b/src/shaders/SkRTShader.cpp
index 275e029..3c5c30c 100644
--- a/src/shaders/SkRTShader.cpp
+++ b/src/shaders/SkRTShader.cpp
@@ -6,11 +6,11 @@
  */
 
 #include "include/core/SkData.h"
-#include "src/shaders/SkRTShader.h"
 #include "src/core/SkArenaAlloc.h"
 #include "src/core/SkRasterPipeline.h"
 #include "src/core/SkReadBuffer.h"
 #include "src/core/SkWriteBuffer.h"
+#include "src/shaders/SkRTShader.h"
 
 #include "src/sksl/SkSLByteCode.h"
 #include "src/sksl/SkSLCompiler.h"
@@ -23,8 +23,8 @@
 #include "src/gpu/SkGr.h"
 
 #include "src/gpu/GrFragmentProcessor.h"
-#include "src/gpu/effects/generated/GrMixerEffect.h"
 #include "src/gpu/effects/GrSkSLFP.h"
+#include "src/gpu/effects/generated/GrMixerEffect.h"
 
 static inline uint32_t new_sksl_unique_id() {
     return GrSkSLFP::NewIndex();