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.
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 9b47e47..9d53197 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1289,6 +1289,7 @@
 	 progress = do_tree_grafting(ir) || progress;
 	 progress = do_constant_variable_unlinked(ir) || progress;
 	 progress = do_constant_folding(ir) || progress;
+	 progress = do_algebraic(ir) || progress;
 	 progress = do_if_return(ir) || progress;
 #if 0
 	 if (ctx->Shader.EmitNoIfs)