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Runtime target textures seem to need to be the same format as the canvas current texture. Requires additional investigation.
Created a computeToTexture shader to experiment with writing directly to textures as a means of performing post processing.
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@@ -13,5 +13,5 @@ struct VertOutput {
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}
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(inputTexture, inputSampler, input.uv);
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return textureSample(inputTexture, inputSampler, vec2<f32>(input.uv.x, 1.0 - input.uv.y));
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}
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