Use GetOperatorString when writing GLSL unary built-in calls

GetOperatorString is now used when writing GLSL for built-in calls
that fall under TIntermUnary. Component-wise not TOperator enum is
renamed for consistency.

This also cleans up some unnecessary creation of string objects when
writing built-in functions.

BUG=angleproject:1682
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests

Change-Id: I89b2ef222bf5af479d4977417f320789b58ace85
Reviewed-on: https://chromium-review.googlesource.com/424552
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/intermOut.cpp b/src/compiler/translator/intermOut.cpp
index e2b33cd..088448b 100644
--- a/src/compiler/translator/intermOut.cpp
+++ b/src/compiler/translator/intermOut.cpp
@@ -300,9 +300,8 @@
         case EOpPositive:
             out << "Positive sign";
             break;
-        case EOpVectorLogicalNot:
         case EOpLogicalNot:
-            out << "Negate conditional";
+            out << "negation";
             break;
         case EOpBitwiseNot:
             out << "bit-wise not";
@@ -474,6 +473,9 @@
         case EOpAll:
             out << "all";
             break;
+        case EOpLogicalNotComponentWise:
+            out << "component-wise not";
+            break;
 
         default:
             out.prefix(SH_ERROR);