Use high precision for TextureOp texture coord varying

Change-Id: Iadcae79f7b295a3bedd33b4a93734547665f2a5d
Reviewed-on: https://skia-review.googlesource.com/41380
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/ops/GrTextureOp.cpp b/src/gpu/ops/GrTextureOp.cpp
index 686852b..e16472a 100644
--- a/src/gpu/ops/GrTextureOp.cpp
+++ b/src/gpu/ops/GrTextureOp.cpp
@@ -82,8 +82,8 @@
                                                                   args.fOutputColor);
                 }
                 args.fFragBuilder->codeAppend("highp float2 texCoord;");
-                args.fVaryingHandler->addPassThroughAttribute(&textureGP.fTextureCoords,
-                                                              "texCoord");
+                args.fVaryingHandler->addPassThroughAttribute(&textureGP.fTextureCoords, "texCoord",
+                                                              kHigh_GrSLPrecision);
                 args.fFragBuilder->codeAppendf("%s = ", args.fOutputColor);
                 args.fFragBuilder->appendTextureLookupAndModulate(args.fOutputColor,
                                                                   args.fTexSamplers[0],