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Fixing a vague comment that got pasted to all the post processing passes.
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@@ -10,7 +10,7 @@ struct ComputeInput {
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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@@ -38,7 +38,7 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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@@ -265,7 +265,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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// Resolve the invocation ID to a cell coordinate
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var row = i32(input.id.y);
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var column = i32(input.id.x);
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@@ -57,7 +57,7 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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@@ -33,7 +33,7 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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