Fixing shader refactor
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@@ -16,11 +16,11 @@ void taskMain(
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head = 0;
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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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}
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GroupMemoryBarrierWithGroupSync();
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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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