Allow gradient optimization with perspective

Before, gradients would only interpolate the linear portion of the
quadratic equation if there was no perspective. This updates them to
do so even in the case that there is perspective. The rearrangement
of math causes noise differences in the following gm tests:

gradients_no_texture_gpu
gradients_view_perspective_gpu
gradients_local_perspective_gpu
gradients_gpu

R=bsalomon@google.com

Author: cdalton@nvidia.com

Review URL: https://codereview.chromium.org/25645006

git-svn-id: http://skia.googlecode.com/svn/trunk@11595 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgramEffects.h b/src/gpu/gl/GrGLProgramEffects.h
index c2c2104..b74dc96 100644
--- a/src/gpu/gl/GrGLProgramEffects.h
+++ b/src/gpu/gl/GrGLProgramEffects.h
@@ -54,20 +54,17 @@
      */
     class TransformedCoords {
     public:
-        TransformedCoords(const char* name, GrSLType type, const char* vsName)
-            : fName(name), fType(type), fVSName(vsName) {
+        TransformedCoords(const char* name, GrSLType type)
+            : fName(name), fType(type) {
         }
 
         const char* c_str() const { return fName.c_str(); }
         GrSLType type() const { return fType; }
         const SkString& getName() const { return fName; }
-        // TODO: Remove the VS name when we have vertexless shaders, and gradients are reworked.
-        const SkString& getVSName() const { return fVSName; }
 
     private:
         SkString fName;
         GrSLType fType;
-        SkString fVSName;
     };
 
     typedef SkTArray<TransformedCoords> TransformedCoordsArray;