Add GLSL workaround for 4x2 diagonal matrix bug.

GLSL now emits 4x2 diagonal matrices as:
	`(mat4x2(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0) * n)`
instead of
	`mat4x2(n)`.

This works around a long-standing GLSL bug in both Mesa and glslang that
affects several drivers:
https://github.com/KhronosGroup/glslang/issues/2645

Change-Id: If529d5cd150ce720f436cb3634a2fd3423919278
Bug: skia:12003
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/410137
Auto-Submit: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
7 files changed