 depthToFloatShaderModule = device.createShaderModule({
    code: depthToFloatShader
  });

  function convertDepthToFloat(fromTextureView, toTextureView, dstFormat, commandEncoder) {
    if (!depthToFloatPipeline) {
      depthToFloatBindGroupLayout = device.createBindGroupLayout({
        entries: [
          {
            binding: 0,
            visibility: GPUShaderStage.FRAGMENT,
            texture: { sampleType: "depth" }
          }
        ]
      });

      const pipelineLayout = d