Remove ability to sample textures in vertex or geometry shaders.

Bug: skia:
Change-Id: I69cd07a4bbe4879e855fb4aa6289a049adf4e059
Reviewed-on: https://skia-review.googlesource.com/c/160021
Commit-Queue: Greg Daniel <egdaniel@google.com>
Reviewed-by: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
index 0d57a14..7551e9a 100644
--- a/src/gpu/gl/GrGLUniformHandler.cpp
+++ b/src/gpu/gl/GrGLUniformHandler.cpp
@@ -61,13 +61,11 @@
     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
 }
 
-GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(uint32_t visibility,
-                                                                   GrSwizzle swizzle,
+GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(GrSwizzle swizzle,
                                                                    GrTextureType type,
                                                                    GrSLPrecision precision,
                                                                    const char* name) {
     SkASSERT(name && strlen(name));
-    SkASSERT(0 != visibility);
 
     SkString mangleName;
     char prefix = 'u';
@@ -79,7 +77,7 @@
     sampler.fVariable.setPrecision(precision);
     sampler.fVariable.setName(mangleName);
     sampler.fLocation = -1;
-    sampler.fVisibility = visibility;
+    sampler.fVisibility = kFragment_GrShaderFlag;
     fSamplerSwizzles.push_back(swizzle);
     SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);