Shader/SPIRV: Fix double termination of blocks when branching
Which could happen when using OpKill (discard) for example
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@@ -137,8 +137,8 @@ void ExpectGLSL(Nz::ShaderAst::Statement& shader, std::string_view expectedOutpu
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WHEN("Validating full GLSL code (using glslang)")
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{
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glslang::TShader shader(EShLangVertex);
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shader.setEnvInput(glslang::EShSourceGlsl, EShLangVertex, glslang::EShClientOpenGL, 300);
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glslang::TShader shader(EShLangFragment);
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shader.setEnvInput(glslang::EShSourceGlsl, EShLangFragment, glslang::EShClientOpenGL, 300);
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shader.setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
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shader.setEnvTarget(glslang::EShTargetNone, static_cast<glslang::EShTargetLanguageVersion>(0));
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shader.setEntryPoint("main");
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