Use LUT for computing final shadow alpha

bug:27415250

Significantly reduces shadow fragment shader computation.

Change-Id: Ie9b3c712700754b3734d0ae9cda8751c298fc59e
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 53ea7fa..b68240a 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1697,8 +1697,8 @@
     Glop glop;
     GlopBuilder(mRenderState, mCaches, &glop)
             .setRoundRectClipState(currentSnapshot()->roundRectClipState)
-            .setMeshVertexBuffer(vertexBuffer, shadowInterp)
-            .setFillPaint(*paint, currentSnapshot()->alpha)
+            .setMeshVertexBuffer(vertexBuffer)
+            .setFillPaint(*paint, currentSnapshot()->alpha, shadowInterp)
             .setTransform(*currentSnapshot(), transformFlags)
             .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
             .build();