Use BindFragDataLocation (rather than indexed variant) for FS color output.

Review URL: http://codereview.appspot.com/5098042/



git-svn-id: http://skia.googlecode.com/svn/trunk@2299 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrGLProgram.cpp b/gpu/src/GrGLProgram.cpp
index 27eb367..0c707c5 100644
--- a/gpu/src/GrGLProgram.cpp
+++ b/gpu/src/GrGLProgram.cpp
@@ -965,8 +965,8 @@
     GR_GL_CALL(gl, AttachShader(progID, programData->fFShaderID));
 
     if (bindColorOut) {
-        GR_GL_CALL(gl, BindFragDataLocationIndexed(programData->fProgramID,
-                                          0, 0, declared_color_output_name()));
+        GR_GL_CALL(gl, BindFragDataLocation(programData->fProgramID,
+                                          0, declared_color_output_name()));
     }
     if (bindDualSrcOut) {
         GR_GL_CALL(gl, BindFragDataLocationIndexed(programData->fProgramID,