ding(1) var postSampler: sampler;
      @group(0) @binding(2) var<uniform> uni: Uniforms;
      @group(1) @binding(0) var outTexture: texture_storage_2d<${presentationFormat}, write>;

      @compute @workgroup_size(1) fn cs(@builtin(global_invocation_id) gid: vec3u) {
        let outSize = textureDimensions(outTexture);
        let banding = abs(sin(f32(gid.y) * uni.bandMult));

        let cellNdx = u32(f32(gid.x) * uni.cellMult) % 3;
        var cellColor = vec3f(0);
        cellColor[cellNdx] = 1.0;
   