Move all ShaderBuilder files to GLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
index bab0f32..fb02da5 100644
--- a/src/gpu/effects/GrDitherEffect.cpp
+++ b/src/gpu/effects/GrDitherEffect.cpp
@@ -10,7 +10,8 @@
 #include "GrInvariantOutput.h"
 #include "SkRect.h"
 #include "gl/GrGLFragmentProcessor.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
 
 //////////////////////////////////////////////////////////////////////////////
 
@@ -72,7 +73,7 @@
 }
 
 void GLDitherEffect::emitCode(EmitArgs& args) {
-    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
+    GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
     // Generate a random number based on the fragment position. For this
     // random number generator, we use the "GLSL rand" function
     // that seems to be floating around on the internet. It works under
@@ -92,7 +93,7 @@
 //////////////////////////////////////////////////////////////////////////////
 
 void DitherEffect::onGetGLProcessorKey(const GrGLSLCaps& caps,
-                                     GrProcessorKeyBuilder* b) const {
+                                       GrProcessorKeyBuilder* b) const {
     GLDitherEffect::GenKey(*this, caps, b);
 }