import Common; import Scene; import WaterCommon; groupshared WaterPayload p; [numthreads(1, 1, 1)] [shader("amplification")] void taskMain( uint threadID: SV_GroupThreadID, uint groupID: SV_GroupID, ) { p = pWaterMaterial.tiles[groupID]; DispatchMesh(1, 1, 1, p); }