Fix splitting nested sequence operators Make sure that only one sequence operator is split on one iteration of SplitSequenceOperator. This prevents multiple successive PostVisit calls to nested sequence operator nodes from adding duplicate nodes to the AST. The sequence operators are split starting from the outermost one to preserve execution order. Note that the shader translator somewhat unexpectedly generates nested sequence operators in the AST when there is a sequence operator with more than two operands, so this bug ended up affecting shaders in the wild. The code around parsing sequence operators could be clarified separately. BUG=638313 TEST=angle_end2end_tests Change-Id: Ic6400a484ceff0c790c2290f7b4b80980f87cd88 Reviewed-on: https://chromium-review.googlesource.com/376678 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>