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I think that is largely fixed by re-implementing the minifier with the new AST (WGSL is still WIP there #20). It currently only uses the tokenizer and a few meticulously crafted heuristics for a mostly correct result, but not correct enough to be stable (basic whitespace collapse is fine though). WebGL1 is different since I need to add new keywords for minification but don't close the door for validation later.
For WebGL 1 shaders, we still need texture2D, but it appears the mangler is renaming this keyword.
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