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Seele/res/shaders/WaterTask.slang
T
2024-08-13 22:44:04 +02:00

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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);
}