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refactor(glsl): accept BindingMap instead of hardcoded group*16+binding formula #43

@kolkov

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@kolkov

The GLSL writer currently uses group * 16 + binding to flatten WebGPU bindings to GL binding points. Rust naga accepts a BindingMap from the HAL which provides per-type sequential counters. This is more robust and matches the Rust wgpu ecosystem pattern. Depends on wgpu binding map refactor.

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