gl_shader_decompiler: Use std::holds_alternative within GenerateTexture()
This only ever queries if the type exists within the variant, but doesn't actually do anything with the return value. We can just use std::holds_alternative for this use case.
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		| @@ -1148,7 +1148,7 @@ private: | |||||||
|         for (const auto& variant : extras) { |         for (const auto& variant : extras) { | ||||||
|             if (const auto argument = std::get_if<TextureArgument>(&variant)) { |             if (const auto argument = std::get_if<TextureArgument>(&variant)) { | ||||||
|                 expr += GenerateTextureArgument(*argument); |                 expr += GenerateTextureArgument(*argument); | ||||||
|             } else if (std::get_if<TextureAoffi>(&variant)) { |             } else if (std::holds_alternative<TextureAoffi>(variant)) { | ||||||
|                 expr += GenerateTextureAoffi(meta->aoffi); |                 expr += GenerateTextureAoffi(meta->aoffi); | ||||||
|             } else { |             } else { | ||||||
|                 UNREACHABLE(); |                 UNREACHABLE(); | ||||||
|   | |||||||
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