Fixing shader refactor
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@@ -88,7 +88,7 @@ void taskMain(
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instance = pScene.instances[pOffsets.instanceOffset + groupID];
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mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.meshletOffset = mesh.meshletOffset;
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p.meshletOffset = mesh.meshletRange.offset;
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p.cullingOffset = pScene.cullingOffsets[p.instanceId];
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modelViewProjection = mul(pViewParams.viewProjectionMatrix, instance.transformMatrix);
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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@@ -113,7 +113,7 @@ void taskMain(
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{
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return;
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}
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for (uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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for (uint i = threadID; i < mesh.meshletRange.size; i += TASK_GROUP_SIZE)
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{
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uint m = p.meshletOffset + i;
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uint cull = p.cullingOffset + i;
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