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/win/GrGLDefaultInterface_win.cpp b/gpu/src/win/GrGLDefaultInterface_win.cpp
index 89986e6..b257b94 100644
--- a/gpu/src/win/GrGLDefaultInterface_win.cpp
+++ b/gpu/src/win/GrGLDefaultInterface_win.cpp
@@ -92,6 +92,7 @@
         GR_GL_GET_PROC(BindAttribLocation);
         GR_GL_GET_PROC(BindBuffer);
         GR_GL_GET_PROC(BindTexture);
+        GR_GL_GET_PROC(BindFragDataLocation);
         GR_GL_GET_PROC(BlendColor);
         GR_GL_GET_PROC(BufferData);
         GR_GL_GET_PROC(BufferSubData);