     let cMult = cellColor + uni.cellBright;

        let effect = mix(vec3f(1), banding * cMult, uni.effectAmount);
        let uv = (vec2f(gid.xy) + 0.5) / vec2f(outSize);
        let color = textureSampleLevel(postTexture2d, postSampler, uv, 0);
        textureStore(outTexture, gid.xy, vec4f(color.rgb * effect, color.a));
      }
    `,
  });

  const postProcessPipeline = device.createComputePipeline({
    layout: 'auto',
    compute: { module: postProcessModule },
  });

  const postProcessSampler = de