Working on visibility pass
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@@ -66,10 +66,10 @@ struct Scene
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StructuredBuffer<MeshletDescription> meshletInfos;
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StructuredBuffer<uint8_t> primitiveIndices;
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StructuredBuffer<uint32_t> vertexIndices;
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StructuredBuffer<MeshletCullingInfo> culledMeshlets;
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StructuredBuffer<uint32_t> cullingOffsets;
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StructuredBuffer<MeshletCullingInfo> cullingInfos;
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};
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layout(set = 2)
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layout(set=2)
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ParameterBlock<Scene> pScene;
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uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId)
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