nodes: fix the swirl shader's duplicated uv declaration

The off-frame mask edit redeclared vec2 uv inside main(); naga's GLSL
frontend rejects the redeclaration, so the swirl shader failed to
translate for wgpu.
This commit is contained in:
2026-09-11 09:40:33 +08:00
parent 20535546d6
commit d216567bcd
@@ -76,7 +76,7 @@ void main(void) {
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec2 uv = tc / resolution_in;
uv = tc / resolution_in;
// A swirl displacing content past the frame edge leaves transparent
// pixels, not the clamped edge pixels.
vec4 col = texture(tex_in, uv);