Shader: Fix Swizzle generation for SPIRV
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@@ -616,7 +616,6 @@ namespace Nz
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{
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const auto& func = m_funcData[m_funcIndex];
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UInt32 pointerTypeId = m_writer.GetPointerTypeId(node.varType, SpirvStorageClass::Function);
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UInt32 typeId = m_writer.GetTypeId(node.varType);
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assert(node.varIndex);
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@@ -767,7 +766,7 @@ namespace Nz
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appender(exprResultId);
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for (std::size_t i = 0; i < node.componentCount; ++i)
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appender(UInt32(node.components[0]) - UInt32(node.components[i]));
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appender(UInt32(node.components[i]));
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});
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}
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else
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