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.
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@@ -76,7 +76,7 @@ void main(void) {
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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vec2 uv = tc / resolution_in;
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uv = tc / resolution_in;
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// A swirl displacing content past the frame edge leaves transparent
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// pixels, not the clamped edge pixels.
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vec4 col = texture(tex_in, uv);
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