Mesh Shading works as well
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@@ -18,9 +18,9 @@ void meshMain(
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out vertices FragmentParameter vertices[MAX_VERTICES],
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out indices uint3 indices[MAX_PRIMITIVES]
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){
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InstanceData inst = pScene.instanceData[meshPayload.instanceId];
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MeshData data = pScene.meshData[meshPayload.instanceId];
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MeshletDescription m = pScene.meshletInfos[data.meshletOffset + groupID];
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InstanceData inst = pScene.instances[meshPayload.instanceId];
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//MeshData data = pScene.meshData[meshPayload.instanceId];
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MeshletDescription m = pScene.meshletInfos[meshPayload.culledMeshlets[groupID]];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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