Move GrGLShaderVar to GrGLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1417123002
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp
index bac83e5..1dca0fc 100644
--- a/src/effects/SkLightingImageFilter.cpp
+++ b/src/effects/SkLightingImageFilter.cpp
@@ -1658,14 +1658,14 @@
     fLight->emitLightColorUniform(args.fBuilder);
     SkString lightFunc;
     this->emitLightFunc(args.fBuilder, &lightFunc);
-    static const GrGLShaderVar gSobelArgs[] =  {
-        GrGLShaderVar("a", kFloat_GrSLType),
-        GrGLShaderVar("b", kFloat_GrSLType),
-        GrGLShaderVar("c", kFloat_GrSLType),
-        GrGLShaderVar("d", kFloat_GrSLType),
-        GrGLShaderVar("e", kFloat_GrSLType),
-        GrGLShaderVar("f", kFloat_GrSLType),
-        GrGLShaderVar("scale", kFloat_GrSLType),
+    static const GrGLSLShaderVar gSobelArgs[] =  {
+        GrGLSLShaderVar("a", kFloat_GrSLType),
+        GrGLSLShaderVar("b", kFloat_GrSLType),
+        GrGLSLShaderVar("c", kFloat_GrSLType),
+        GrGLSLShaderVar("d", kFloat_GrSLType),
+        GrGLSLShaderVar("e", kFloat_GrSLType),
+        GrGLSLShaderVar("f", kFloat_GrSLType),
+        GrGLSLShaderVar("scale", kFloat_GrSLType),
     };
     SkString sobelFuncName;
     GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
@@ -1677,10 +1677,10 @@
                             gSobelArgs,
                             "\treturn (-a + b - 2.0 * c + 2.0 * d -e + f) * scale;\n",
                             &sobelFuncName);
-    static const GrGLShaderVar gPointToNormalArgs[] =  {
-        GrGLShaderVar("x", kFloat_GrSLType),
-        GrGLShaderVar("y", kFloat_GrSLType),
-        GrGLShaderVar("scale", kFloat_GrSLType),
+    static const GrGLSLShaderVar gPointToNormalArgs[] =  {
+        GrGLSLShaderVar("x", kFloat_GrSLType),
+        GrGLSLShaderVar("y", kFloat_GrSLType),
+        GrGLSLShaderVar("scale", kFloat_GrSLType),
     };
     SkString pointToNormalName;
     fsBuilder->emitFunction(kVec3f_GrSLType,
@@ -1690,9 +1690,9 @@
                             "\treturn normalize(vec3(-x * scale, -y * scale, 1));\n",
                             &pointToNormalName);
 
-    static const GrGLShaderVar gInteriorNormalArgs[] =  {
-        GrGLShaderVar("m", kFloat_GrSLType, 9),
-        GrGLShaderVar("surfaceScale", kFloat_GrSLType),
+    static const GrGLSLShaderVar gInteriorNormalArgs[] =  {
+        GrGLSLShaderVar("m", kFloat_GrSLType, 9),
+        GrGLSLShaderVar("surfaceScale", kFloat_GrSLType),
     };
     SkString normalBody = emitNormalFunc(fBoundaryMode,
                                          pointToNormalName.c_str(),
@@ -1767,10 +1767,10 @@
                                  kFloat_GrSLType, kDefault_GrSLPrecision,
                                  "KD", &kd);
 
-    static const GrGLShaderVar gLightArgs[] = {
-        GrGLShaderVar("normal", kVec3f_GrSLType),
-        GrGLShaderVar("surfaceToLight", kVec3f_GrSLType),
-        GrGLShaderVar("lightColor", kVec3f_GrSLType)
+    static const GrGLSLShaderVar gLightArgs[] = {
+        GrGLSLShaderVar("normal", kVec3f_GrSLType),
+        GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType),
+        GrGLSLShaderVar("lightColor", kVec3f_GrSLType)
     };
     SkString lightBody;
     lightBody.appendf("\tfloat colorScale = %s * dot(normal, surfaceToLight);\n", kd);
@@ -1855,10 +1855,10 @@
                                         "Shininess",
                                         &shininess);
 
-    static const GrGLShaderVar gLightArgs[] = {
-        GrGLShaderVar("normal", kVec3f_GrSLType),
-        GrGLShaderVar("surfaceToLight", kVec3f_GrSLType),
-        GrGLShaderVar("lightColor", kVec3f_GrSLType)
+    static const GrGLSLShaderVar gLightArgs[] = {
+        GrGLSLShaderVar("normal", kVec3f_GrSLType),
+        GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType),
+        GrGLSLShaderVar("lightColor", kVec3f_GrSLType)
     };
     SkString lightBody;
     lightBody.appendf("\tvec3 halfDir = vec3(normalize(surfaceToLight + vec3(0, 0, 1)));\n");
@@ -1987,8 +1987,8 @@
     fSUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                 kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s);
 
-    static const GrGLShaderVar gLightColorArgs[] = {
-        GrGLShaderVar("surfaceToLight", kVec3f_GrSLType)
+    static const GrGLSLShaderVar gLightColorArgs[] = {
+        GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType)
     };
     SkString lightColorBody;
     lightColorBody.appendf("\tfloat cosAngle = -dot(surfaceToLight, %s);\n", s);