Shader: Add support for compound operators
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@@ -48,19 +48,19 @@ fn main(input: FragIn) -> FragOut
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let filter = vec2<f32>(1.0, 0.0);
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color = color + colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color = color + colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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filter = vec2<f32>(0.0, 1.0);
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color = color + colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color = color + colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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