Working on visibility pass
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@@ -15,7 +15,7 @@ struct PrimitiveAttributes
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[outputtopology("triangle")]
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[shader("mesh")]
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void meshMain(
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in uint threadID: SV_GroupIndex,
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in uint threadID: SV_GroupThreadID,
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in uint groupID: SV_GroupID,
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in payload MeshPayload meshPayload,
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out vertices FragmentParameter vertices[MAX_VERTICES],
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@@ -27,7 +27,7 @@ void meshMain(
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uint meshletId = meshPayload.cullingOffset + meshletNumber;
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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.culledMeshlets[meshletId];
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MeshletCullingInfo cull = pScene.cullingInfos[meshletId];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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