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Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.
makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a 1D gradient texture
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// generated from the passed-in color sequence
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@@ -96,7 +96,7 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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output = makeRenderTarget(device, width, height, canvasFormat);
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};
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const getOutputs = () => ({
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