Always use high precision on NDS transform

To fix the Chrome fillRect issue on Galaxy S6.
We should use high precision for position related calculation.

BUG=chromium:552999

Review URL: https://codereview.chromium.org/1500393002
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
index 0504bbb..005b272 100644
--- a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -18,13 +18,8 @@
 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) {
     SkASSERT(!fRtAdjustName);
 
-    GrSLPrecision precision = kDefault_GrSLPrecision;
-    if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
-        precision = kHigh_GrSLPrecision;
-    }
-
     // setup RT Uniform
-    fProgramBuilder->addRTAdjustmentUniform(precision,
+    fProgramBuilder->addRTAdjustmentUniform(kHigh_GrSLPrecision,
                                             fProgramBuilder->rtAdjustment(),
                                             &fRtAdjustName);
     if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {