Fixing shader refactor
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@@ -28,13 +28,13 @@ void meshMain(
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InstanceData inst = pScene.instances[meshPayload.instanceId];
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MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
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MeshletCullingInfo cull = pScene.cullingInfos[meshletId];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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SetMeshOutputCounts(m.vertexIndices.size, m.primitiveIndices.size);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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{
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uint p = min(i, m.primitiveCount - 1);
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uint p = min(i, m.primitiveIndices.size - 1);
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{
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uint baseIndex = m.primitiveOffset + (p * 3);
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uint baseIndex = m.primitiveIndices.offset + (p * 3);
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uint local_idx0 = pScene.primitiveIndices[baseIndex + 0];
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uint local_idx1 = pScene.primitiveIndices[baseIndex + 1];
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uint local_idx2 = pScene.primitiveIndices[baseIndex + 2];
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@@ -48,9 +48,9 @@ void meshMain(
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}
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for(uint i = threadID; i < MAX_VERTICES; i += MESH_GROUP_SIZE)
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{
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uint v = min(i, m.vertexCount - 1);
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uint v = min(i, m.vertexIndices.size - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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uint vertexIndex = pScene.vertexIndices[m.vertexIndices.offset + v];
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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vertices[v] = attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
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}
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