Remove RS_KIND from vertex arrays types.
Legacy vertex programs now bind by name just like the user programs.
This removes the need for two different ways of declairing the same
information.

Change-Id: I0178c0962842a1bbffb6726984ae1b8f5bb7529c
diff --git a/rsProgramVertex.cpp b/rsProgramVertex.cpp
index d4c29c8..d667c86 100644
--- a/rsProgramVertex.cpp
+++ b/rsProgramVertex.cpp
@@ -178,11 +178,11 @@
         }
         mShader.append(mUserShader);
     } else {
-        mShader.append("attribute vec4 ATTRIB_LegacyPosition;\n");
-        mShader.append("attribute vec4 ATTRIB_LegacyColor;\n");
-        mShader.append("attribute vec3 ATTRIB_LegacyNormal;\n");
-        mShader.append("attribute float ATTRIB_LegacyPointSize;\n");
-        mShader.append("attribute vec4 ATTRIB_LegacyTexture;\n");
+        mShader.append("attribute vec4 ATTRIB_position;\n");
+        mShader.append("attribute vec4 ATTRIB_color;\n");
+        mShader.append("attribute vec3 ATTRIB_normal;\n");
+        mShader.append("attribute float ATTRIB_pointSize;\n");
+        mShader.append("attribute vec4 ATTRIB_texture0;\n");
 
         for (uint32_t ct=0; ct < mUniformCount; ct++) {
             mShader.append("uniform mat4 ");
@@ -191,14 +191,14 @@
         }
 
         mShader.append("void main() {\n");
-        mShader.append("  gl_Position = UNI_MVP * ATTRIB_LegacyPosition;\n");
-        mShader.append("  gl_PointSize = ATTRIB_LegacyPointSize;\n");
+        mShader.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
+        mShader.append("  gl_PointSize = ATTRIB_pointSize;\n");
 
-        mShader.append("  varColor = ATTRIB_LegacyColor;\n");
+        mShader.append("  varColor = ATTRIB_color;\n");
         if (mTextureMatrixEnable) {
-            mShader.append("  varTex0 = UNI_TexMatrix * ATTRIB_LegacyTexture;\n");
+            mShader.append("  varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n");
         } else {
-            mShader.append("  varTex0 = ATTRIB_LegacyTexture;\n");
+            mShader.append("  varTex0 = ATTRIB_texture0;\n");
         }
         //mShader.append("  pos.x = pos.x / 480.0;\n");
         //mShader.append("  pos.y = pos.y / 800.0;\n");