Improving Material shader code generation
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@@ -10,7 +10,7 @@ struct ComputeShaderInput
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uint groupIndex : SV_GroupIndex;
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};
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layout(set = 0, binding = 0)
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layout(set = 0, binding = 0, std430)
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cbuffer DispatchParams
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{
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uint3 numThreadGroups;
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@@ -18,7 +18,7 @@ cbuffer DispatchParams
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uint3 numThreads;
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uint pad1;
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}
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layout(set = 0, binding = 2)
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layout(set = 0, binding = 2, std430)
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RWStructuredBuffer<Frustum> out_Frustums;
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