Fix CAS shader alpha accessor (#16530)
# Objective Fixes #16528 ## Solution Use `a` to access alpha instead of `w`
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@ -65,7 +65,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
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let b = textureSample(screenTexture, samp, in.uv, vec2<i32>(0, -1)).rgb;
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let d = textureSample(screenTexture, samp, in.uv, vec2<i32>(-1, 0)).rgb;
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// We need the alpha value of the pixel we're working on for the output
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let e = textureSample(screenTexture, samp, in.uv).rgbw;
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let e = textureSample(screenTexture, samp, in.uv).rgba;
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let f = textureSample(screenTexture, samp, in.uv, vec2<i32>(1, 0)).rgb;
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let h = textureSample(screenTexture, samp, in.uv, vec2<i32>(0, 1)).rgb;
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// Min and max of ring.
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