Fix shaders codebase to compile into WGSL
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@@ -263,6 +263,7 @@ bool EyeAdaptationPass::setupResources()
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// Create pipeline stages
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::Red;
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if (!_psLuminanceMap->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_LuminanceMap");
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