Beging GL2 user shaders.  Switch master to using GL2 by default.
diff --git a/libs/rs/rs.spec b/libs/rs/rs.spec
index a4e72d9..c7ae18a 100644
--- a/libs/rs/rs.spec
+++ b/libs/rs/rs.spec
@@ -372,6 +372,11 @@
 	param bool pointSpriteEnable
 	}
 
+ProgramFragmentSetShader {
+	param const char * text
+	param uint32_t length
+	}
+
 ProgramFragmentBindTexture {
 	param RsProgramFragment pf
 	param uint32_t slot
@@ -414,6 +419,11 @@
 	param bool enable
 	}
 
+ProgramVertexSetShader {
+	param const char * text
+	param uint32_t length
+	}
+
 ProgramVertexAddLight {
 	param RsLight light
 	}
diff --git a/libs/rs/rsContext.cpp b/libs/rs/rsContext.cpp
index 427a6cc..3d2caff 100644
--- a/libs/rs/rsContext.cpp
+++ b/libs/rs/rsContext.cpp
@@ -467,7 +467,7 @@
         if (!mEGL.mContext) {
             first = true;
             pthread_mutex_lock(&gInitMutex);
-            initEGL(false);
+            initEGL(true);
             pthread_mutex_unlock(&gInitMutex);
         }
 
diff --git a/libs/rs/rsProgram.cpp b/libs/rs/rsProgram.cpp
index 8e9ba08..db40f16 100644
--- a/libs/rs/rsProgram.cpp
+++ b/libs/rs/rsProgram.cpp
@@ -67,7 +67,7 @@
     mShaderID = glCreateShader(type);
     rsAssert(mShaderID);
 
-    LOGV("Loading shader type %x", type);
+    LOGV("Loading shader type %x, ID %i", type, mShaderID);
     LOGE(mShader.string());
 
     if (mShaderID) {
@@ -96,3 +96,9 @@
     LOGV("--Shader load result %x ", glGetError());
     return true;
 }
+
+void Program::setShader(const char *txt, uint32_t len)
+{
+    mUserShader.setTo(txt, len);
+}
+
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index 06c72f9..abd461b 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -40,6 +40,7 @@
     virtual void createShader();
 
     uint32_t getShaderID() const {return mShaderID;}
+    void setShader(const char *, uint32_t len);
 
     uint32_t getAttribCount() const {return mAttribCount;}
     uint32_t getUniformCount() const {return mUniformCount;}
@@ -56,6 +57,7 @@
 
     mutable bool mDirty;
     String8 mShader;
+    String8 mUserShader;
     uint32_t mShaderID;
 
     uint32_t mAttribCount;
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp
index daefc2c..b239ce8 100644
--- a/libs/rs/rsProgramFragment.cpp
+++ b/libs/rs/rsProgramFragment.cpp
@@ -175,19 +175,27 @@
     //mShader.append("  gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n");
     mShader.append("  vec4 col = varColor;\n");
 
+    if (mTextureEnableMask) {
+        if (mPointSpriteEnable) {
+            mShader.append("  vec2 tex0 = gl_PointCoord;\n");
+        } else {
+            mShader.append("  vec2 tex0 = varTex0.xy;\n");
+        }
+    }
+
     mask = mTextureEnableMask;
     texNum = 0;
     while (mask) {
         if (mask & 1) {
             switch(mEnvModes[texNum]) {
             case RS_TEX_ENV_MODE_REPLACE:
-                mShader.append("  col = texture2D(uni_Tex0, varTex0.xy);\n");
+                mShader.append("  col = texture2D(uni_Tex0, tex0);\n");
                 break;
             case RS_TEX_ENV_MODE_MODULATE:
-                mShader.append("  col *= texture2D(uni_Tex0, varTex0.xy);\n");
+                mShader.append("  col *= texture2D(uni_Tex0, tex0);\n");
                 break;
             case RS_TEX_ENV_MODE_DECAL:
-                mShader.append("  col = texture2D(uni_Tex0, varTex0.xy);\n");
+                mShader.append("  col = texture2D(uni_Tex0, tex0);\n");
                 break;
             }
 
@@ -338,6 +346,11 @@
     rsc->mStateFragment.mPF->setTexEnable(slot, enable);
 }
 
+void rsi_ProgramFragmentSetShader(Context *rsc, const char *txt, uint32_t len)
+{
+    rsc->mStateFragment.mPF->setShader(txt, len);
+}
+
 RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc)
 {
     ProgramFragment *pf = rsc->mStateFragment.mPF;
diff --git a/libs/rs/rsProgramVertex.cpp b/libs/rs/rsProgramVertex.cpp
index 1776b02b..482739c 100644
--- a/libs/rs/rsProgramVertex.cpp
+++ b/libs/rs/rsProgramVertex.cpp
@@ -117,18 +117,24 @@
     mShader.append("varying vec4 varColor;\n");
     mShader.append("varying vec4 varTex0;\n");
 
-    mShader.append("void main() {\n");
-    mShader.append("  gl_Position = uni_MVP * attrib_Position;\n");
-    mShader.append("  varColor = attrib_Color;\n");
-    if (mTextureMatrixEnable) {
-        mShader.append("  varTex0 = uni_TexMatrix * attrib_T0;\n");
+    if (mUserShader.length() > 1) {
+        mShader.append(mUserShader);
     } else {
-        mShader.append("  varTex0 = attrib_T0;\n");
+        mShader.append("void main() {\n");
+        mShader.append("  gl_Position = uni_MVP * attrib_Position;\n");
+        mShader.append("  gl_PointSize = attrib_PointSize.x;\n");
+
+        mShader.append("  varColor = attrib_Color;\n");
+        if (mTextureMatrixEnable) {
+            mShader.append("  varTex0 = uni_TexMatrix * attrib_T0;\n");
+        } else {
+            mShader.append("  varTex0 = attrib_T0;\n");
+        }
+        //mShader.append("  pos.x = pos.x / 480.0;\n");
+        //mShader.append("  pos.y = pos.y / 800.0;\n");
+        //mShader.append("  gl_Position = pos;\n");
+        mShader.append("}\n");
     }
-    //mShader.append("  pos.x = pos.x / 480.0;\n");
-    //mShader.append("  pos.y = pos.y / 800.0;\n");
-    //mShader.append("  gl_Position = pos;\n");
-    mShader.append("}\n");
 }
 
 void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc)
@@ -211,7 +217,6 @@
     createShader();
 }
 
-
 ///////////////////////////////////////////////////////////////////////
 
 ProgramVertexState::ProgramVertexState()
@@ -294,6 +299,11 @@
     rsc->mStateVertex.mPV->setTextureMatrixEnable(enable);
 }
 
+void rsi_ProgramVertexSetShader(Context *rsc, const char *txt, uint32_t len)
+{
+    rsc->mStateVertex.mPV->setShader(txt, len);
+}
+
 void rsi_ProgramVertexAddLight(Context *rsc, RsLight light)
 {
     rsc->mStateVertex.mPV->addLight(static_cast<const Light *>(light));
diff --git a/libs/rs/rsShaderCache.cpp b/libs/rs/rsShaderCache.cpp
index 2727e6c..4b16677 100644
--- a/libs/rs/rsShaderCache.cpp
+++ b/libs/rs/rsShaderCache.cpp
@@ -49,6 +49,7 @@
     if (!frag->getShaderID()) {
         frag->loadShader();
     }
+    //LOGV("ShaderCache lookup  vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
 
     for (uint32_t ct=0; ct < mEntryCount; ct++) {
         if ((mEntries[ct].vtx == vtx->getShaderID()) &&
@@ -57,6 +58,7 @@
             //LOGV("SC using program %i", mEntries[ct].program);
             glUseProgram(mEntries[ct].program);
             mCurrent = &mEntries[ct];
+            //LOGV("ShaderCache hit, using %i", ct);
             return true;
         }
     }
@@ -75,8 +77,8 @@
         mEntries = e;
     }
 
-    LOGV("vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
-    LOGE("e0 %x", glGetError());
+    //LOGV("ShaderCache miss, using %i", mEntryCount);
+    //LOGE("e0 %x", glGetError());
 
     entry_t *e = &mEntries[mEntryCount];
     mCurrent = e;
@@ -125,7 +127,7 @@
         }
     }
 
-    LOGV("SC made program %i", e->program);
+    //LOGV("SC made program %i", e->program);
     glUseProgram(e->program);
     mEntryCount++;
     return true;