Fix GL shader bugs

Fixing errors in emitted shader code that caused GL errors
at runtime

Change-Id: I267a84398a81329a6688b292505f8779bd750ad1
diff --git a/libs/hwui/Program.cpp b/libs/hwui/Program.cpp
index 984461c..5b1b57d 100644
--- a/libs/hwui/Program.cpp
+++ b/libs/hwui/Program.cpp
@@ -178,7 +178,7 @@
 void Program::use() {
     glUseProgram(mProgramId);
     if (texCoords >= 0 && !mHasSampler) {
-        glUniform1i(getUniform("sampler"), 0);
+        glUniform1i(getUniform("baseSampler"), 0);
         mHasSampler = true;
     }
     mUse = true;
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 2d13f60..6baf448 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -294,8 +294,8 @@
         ";\n",
         ";\n",
         // Modulate
-        " * fragColor.a;\n",
-        " * fragColor.a;\n",
+        " * color.a;\n",
+        " * color.a;\n",
         // Modulate with alpha 8 texture
         " * texture2D(baseSampler, outTexCoords).a;\n",
         " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
@@ -305,8 +305,8 @@
         "    fragColor = gradientColor;\n",
         "    fragColor = gradientColor;\n",
         // Modulate
-        "    fragColor = gradientColor * fragColor.a;\n",
-        "    fragColor = gradientColor * fragColor.a;\n",
+        "    fragColor = gradientColor * color.a;\n",
+        "    fragColor = gradientColor * color.a;\n",
         // Modulate with alpha 8 texture
         "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
         "    fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
@@ -316,8 +316,8 @@
         "    fragColor = bitmapColor;\n",
         "    fragColor = bitmapColor;\n",
         // Modulate
-        "    fragColor = bitmapColor * fragColor.a;\n",
-        "    fragColor = bitmapColor * fragColor.a;\n",
+        "    fragColor = bitmapColor * color.a;\n",
+        "    fragColor = bitmapColor * color.a;\n",
         // Modulate with alpha 8 texture
         "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
         "    fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"