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@@ -1,5 +1,5 @@
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struct VertexOutput {
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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}
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}
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@group(0)
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@group(0)
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@@ -8,21 +8,21 @@ var texture: texture_2d<f32>;
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@fragment
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@fragment
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fn fs_main_y(input: VertexOutput) -> @location(0) f32 {
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fn fs_main_y(input: VertexOutput) -> @location(0) f32 {
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let conversion_weights = vec3<f32>(0.2126, 0.7152, 0.0722);
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let conversion_weights = vec3<f32>(0.2126, 0.7152, 0.0722);
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let color = textureSample(texture, model_sampler, vertex.texture);
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let color = textureSample(texture, model_sampler, vertex.texture);
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return clamp(dot(color, conversion_weights), 0.0, 1.0);
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return clamp(dot(color, conversion_weights), 0.0, 1.0);
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}
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}
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@fragment
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@fragment
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fn fs_main_uv(input: VertexOutput) -> @location(0) vec2<f32> {
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fn fs_main_uv(input: VertexOutput) -> @location(0) vec2<f32> {
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let conversion_weights = mat3x2<f32>(
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let conversion_weights = mat3x2<f32>(
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-0.1146, 0.5,
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-0.1146, 0.5,
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-0.3854, -0.4542,
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-0.3854, -0.4542,
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0.5, -0.0458,
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0.5, -0.0458,
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);
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);
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let conversion_bias = vec2<f32>(0.5, 0.5);
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let conversion_bias = vec2<f32>(0.5, 0.5);
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let color = textureSample(texture, model_sampler, vertex.texture);
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let color = textureSample(texture, model_sampler, vertex.texture);
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return clamp(conversion_weights * color + conversion_bias, vec2(0.0, 0.0), vec2(1.0, 1.0));
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return clamp(conversion_weights * color + conversion_bias, vec2(0.0, 0.0), vec2(1.0, 1.0));
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}
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}
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