Merge GrGLSLShaderVar and GrShaderVar

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087

Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab
Reviewed-on: https://skia-review.googlesource.com/5087
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index 1275be7..cf2a827 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -708,7 +708,7 @@
 
     // this is the distance along x-axis from the end center to focal point in
     // transformed coordinates
-    GrGLSLShaderVar focal = uniformHandler->getUniformVariable(fFocalUni);
+    GrShaderVar focal = uniformHandler->getUniformVariable(fFocalUni);
 
     // if we have a vec3 from being in perspective, convert it to a vec2 first
     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
@@ -958,11 +958,11 @@
                                            "Conical2FSParams");
     SkString tName("t");
 
-    GrGLSLShaderVar center = uniformHandler->getUniformVariable(fCenterUni);
+    GrShaderVar center = uniformHandler->getUniformVariable(fCenterUni);
     // params.x = A
     // params.y = B
     // params.z = C
-    GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni);
+    GrShaderVar params = uniformHandler->getUniformVariable(fParamUni);
 
     // if we have a vec3 from being in perspective, convert it to a vec2 first
     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
@@ -1194,11 +1194,11 @@
                                            "Conical2FSParams");
     SkString tName("t");
 
-    GrGLSLShaderVar center = uniformHandler->getUniformVariable(fCenterUni);
+    GrShaderVar center = uniformHandler->getUniformVariable(fCenterUni);
     // params.x = A
     // params.y = B
     // params.z = C
-    GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni);
+    GrShaderVar params = uniformHandler->getUniformVariable(fParamUni);
 
     // if we have a vec3 from being in perspective, convert it to a vec2 first
     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;