filtrate 0.2.0

GPU texture filter library: built-in filters (blur, brightness, color matrix, ...) and runtime, built on filtrate-core.
Documentation
// Texture blit shader for filter-runtime final output.

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
}

@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
    var positions = array<vec2<f32>, 6>(
        vec2<f32>(-1.0, -1.0),
        vec2<f32>( 1.0, -1.0),
        vec2<f32>(-1.0,  1.0),
        vec2<f32>(-1.0,  1.0),
        vec2<f32>( 1.0, -1.0),
        vec2<f32>( 1.0,  1.0),
    );
    var uvs = array<vec2<f32>, 6>(
        vec2<f32>(0.0, 1.0),
        vec2<f32>(1.0, 1.0),
        vec2<f32>(0.0, 0.0),
        vec2<f32>(0.0, 0.0),
        vec2<f32>(1.0, 1.0),
        vec2<f32>(1.0, 0.0),
    );

    var output: VertexOutput;
    output.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
    output.uv = uvs[vertex_index];
    return output;
}

@group(0) @binding(0) var t_source: texture_2d<f32>;
@group(0) @binding(1) var s_source: sampler;

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    return textureSampleLevel(t_source, s_source, in.uv, 0.0);
}