added shader hot reloading, compute shader now uses some of paper technique
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@@ -41,7 +41,6 @@ fn fs_main(
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) -> @location(0) vec4<f32> {
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let win_dim = vec2<f32>(f32(view.width), f32(view.height));
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var pos = in.clip_position.xy / win_dim;
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pos.y = 1.0 - pos.y;
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return textureSample(t_diffuse, s_diffuse, pos);
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}
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