A GstGLShader is now simply a collection of stages that are
compiled and linked together into a program. The uniform/attribute
interface has remained the same.
Depending on the bytes order we will get BGRA (little) and ARGB (big)
from the composition overlay buffer while our GL code expects RGBA. Add
a fragment shader that do this conversion.
https://bugzilla.gnome.org/show_bug.cgi?id=752842
The coordinate are relative to the texture dimension and not
the window dimension now. There is no need to pass the window
dimension or to update the overlay if the dimension changes.
https://bugzilla.gnome.org/show_bug.cgi?id=745107