Fixing shader refactor
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@@ -1,12 +1,18 @@
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import Bounding;
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struct PoolRange
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{
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uint32_t offset;
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uint32_t size;
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};
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struct MeshletDescription
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{
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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uint32_t primitiveOffset;
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// range into vertexIndices array
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PoolRange vertexIndices;
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// range into primitiveIndices array
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PoolRange primitiveIndices;
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float3 color;
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uint32_t indicesOffset;
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};
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@@ -14,10 +20,9 @@ struct MeshletDescription
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struct MeshData
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{
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AABB bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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uint32_t numIndices;
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PoolRange meshletRange;
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// offset into the global index buffer
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PoolRange indicesRange;
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};
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static const uint32_t MAX_VERTICES = 256;
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