GLSL: clean up GLSL output whitespace generation.

More line() and less std::endl.
More automated indents and less manual spacing.
Put a single newline after every struct and function declaration.

Note that this does touch every test result, but only affects whitespace.

Change-Id: I7506b9029b79b91fb335911dba44369b36f09bbe
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78300
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
diff --git a/test/intrinsics/gen/textureSampleCompare/a3ca7e.wgsl.expected.glsl b/test/intrinsics/gen/textureSampleCompare/a3ca7e.wgsl.expected.glsl
index 924fac9..c7d428c 100644
--- a/test/intrinsics/gen/textureSampleCompare/a3ca7e.wgsl.expected.glsl
+++ b/test/intrinsics/gen/textureSampleCompare/a3ca7e.wgsl.expected.glsl
@@ -5,7 +5,6 @@
 
 uniform highp samplerCubeArray arg_0_arg_1;
 
-
 void textureSampleCompare_a3ca7e() {
   float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
 }
@@ -14,11 +13,11 @@
   textureSampleCompare_a3ca7e();
   return;
 }
+
 void main() {
   fragment_main();
 }
 
-
 Error parsing GLSL shader:
 ERROR: 0:4: 'samplerCubeArray' : Reserved word. 
 ERROR: 0:4: '' : compilation terminated