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glsl2: Do algebraic optimizations after linking as well.
Linking brings in inlining of builtins, so we weren't catching the (rcp(/sqrt(x)) -> rsq(x)) without it.
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@ -1289,6 +1289,7 @@ link_shaders(struct gl_shader_program *prog)
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progress = do_tree_grafting(ir) || progress;
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progress = do_constant_variable_unlinked(ir) || progress;
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progress = do_constant_folding(ir) || progress;
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progress = do_algebraic(ir) || progress;
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progress = do_if_return(ir) || progress;
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#if 0
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if (ctx->Shader.EmitNoIfs)
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