Got RelaxedPrecision decorations working again in SPIR-V, and removed
no-longer-needed old-style precision handling code.

Bug: skia:8829
Change-Id: I72fc2ee2a305c9c72a3efa92dd44d18239eabaf2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/198169
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp
index a435f24..53f4533 100644
--- a/src/gpu/glsl/GrGLSLVarying.cpp
+++ b/src/gpu/glsl/GrGLSLVarying.cpp
@@ -109,22 +109,21 @@
         const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifier;
         if (v.fVisibility & kVertex_GrShaderFlag) {
             fVertexOutputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kOut_TypeModifier,
-                                           kDefault_GrSLPrecision, nullptr, modifier);
+                                           nullptr, modifier);
             if (v.fVisibility & kGeometry_GrShaderFlag) {
                 fGeomInputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kUnsizedArray,
-                                            GrShaderVar::kIn_TypeModifier, kDefault_GrSLPrecision,
-                                            nullptr, modifier);
+                                            GrShaderVar::kIn_TypeModifier, nullptr, modifier);
             }
         }
         if (v.fVisibility & kFragment_GrShaderFlag) {
             const char* fsIn = v.fVsOut.c_str();
             if (v.fVisibility & kGeometry_GrShaderFlag) {
                 fGeomOutputs.push_back().set(v.fType, v.fGsOut, GrShaderVar::kOut_TypeModifier,
-                                             kDefault_GrSLPrecision, nullptr, modifier);
+                                             nullptr, modifier);
                 fsIn = v.fGsOut.c_str();
             }
-            fFragInputs.push_back().set(v.fType, fsIn, GrShaderVar::kIn_TypeModifier,
-                                        kDefault_GrSLPrecision, nullptr, modifier);
+            fFragInputs.push_back().set(v.fType, fsIn, GrShaderVar::kIn_TypeModifier, nullptr,
+                                        modifier);
         }
     }
     this->onFinalize();