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Replacing the final copyToTexture call with a tiny render pass, so that the postprocessing passes can be compute shaders working off of storage textures instead.
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@@ -27,7 +27,7 @@ const loadTexture = async (device, url) => {
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return texture;
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};
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const makePassFBO = (device, width, height, format = "rgba8unorm") =>
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const makePassFBO = (device, width, height, format = "bgra8unorm") =>
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device.createTexture({
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size: [width, height, 1],
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format,
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