Improve RS documentation.

bug 8570568
Change-Id: I465fcc8ec3e2cc892dc3cb0067aacf5224338102
diff --git a/graphics/java/android/renderscript/ProgramVertex.java b/graphics/java/android/renderscript/ProgramVertex.java
index 50e32f6..1c5a191 100644
--- a/graphics/java/android/renderscript/ProgramVertex.java
+++ b/graphics/java/android/renderscript/ProgramVertex.java
@@ -16,9 +16,9 @@
 
 /**
  * @hide
- * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in
+ * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in
  * the graphics pipeline responsible for manipulating geometric data in a user-defined way.
- * The object is constructed by providing the Renderscript system with the following data:</p>
+ * The object is constructed by providing the RenderScript system with the following data:</p>
  * <ul>
  *   <li>Element describing its varying inputs or attributes</li>
  *   <li>GLSL shader string that defines the body of the program</li>
@@ -28,7 +28,7 @@
  * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
  * all subsequent draw calls until you bind a new program. If the program has constant inputs,
  * the user needs to bind an allocation containing those inputs. The allocation's type must match
- * the one provided during creation. The Renderscript library then does all the necessary plumbing
+ * the one provided during creation. The RenderScript library then does all the necessary plumbing
  * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
  * and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
  * The signatures don't have to be exact or in any strict order. As long as the input name in the shader