7e6959402d
Previously, we were trying to handle them later when loading. However, at that point, you've already lost information and it's harder to handle certain corner-cases. In particular, if you have a shader that does gl_PerVertex.gl_Position.x = foo we have trouble because we see the .x and we don't know that we're in gl_Position. If we, instead, handle it in OpAccessChain, we have all the information we need and we can silently re-direct it to the appropreate variable. This also lets us delete some code which is a nice side-effect.