Fixing shader refactor
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@@ -13,9 +13,9 @@ void anyhit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes
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MeshData m = pScene.meshData[InstanceID()];
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// offset into the index buffer
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uint indexOffset = m.firstIndex;
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uint indexOffset = m.indicesRange.offset;
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// added to indices to reference correct part of global mesh pool
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uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
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uint vertexOffset = pScene.meshletInfos[m.meshletRange.offset].indicesOffset;
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uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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@@ -90,9 +90,9 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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MeshData m = pScene.meshData[InstanceID()];
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// offset into the index buffer
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uint indexOffset = m.firstIndex;
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uint indexOffset = m.indicesRange.offset;
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// added to indices to reference correct part of global mesh pool
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uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
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uint vertexOffset = pScene.meshletInfos[m.meshletRange.offset].indicesOffset;
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uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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