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@@ -622,6 +622,7 @@ class MeshBatch extends MultiMaterial {
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computeShader.ENABLE_CULLING = enableGPUCulling;
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computeShader.ENABLE_CULLING = enableGPUCulling;
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computeShader.ENABLE_DISTANCE_CLIPPING = maxDistance >= 0;
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computeShader.ENABLE_DISTANCE_CLIPPING = maxDistance >= 0;
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var materialCount = materials.length;
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var materialCount = materials.length;
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+ var prim = @:privateAccess instanced.primitive;
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var lodCount = ( enableLOD ) ? prim.lodCount() : 1;
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var lodCount = ( enableLOD ) ? prim.lodCount() : 1;
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computeShader.materialCount = materialCount;
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computeShader.materialCount = materialCount;
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computeShader.MAX_MATERIAL_COUNT = 16;
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computeShader.MAX_MATERIAL_COUNT = 16;
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@@ -631,7 +632,6 @@ class MeshBatch extends MultiMaterial {
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addComputeShaders(computePass);
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addComputeShaders(computePass);
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p.computePass = computePass;
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p.computePass = computePass;
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- var prim = @:privateAccess instanced.primitive;
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var bounds = prim.getBounds();
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var bounds = prim.getBounds();
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computeShader.radius = bounds.dimension();
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computeShader.radius = bounds.dimension();
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