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Fix struct constructor syntax in greedy meshing shader
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@ -146,10 +146,10 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
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let p3 = base + v_unit * size.y;
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let vi = atomicAdd(&counts[0], 4u);
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vertices[vi] = Vertex(pos: p0, normal: normal, uv: vec2<f32>(0.0, 1.0));
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vertices[vi + 1u] = Vertex(pos: p1, normal: normal, uv: vec2<f32>(1.0, 1.0));
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vertices[vi + 2u] = Vertex(pos: p2, normal: normal, uv: vec2<f32>(1.0, 0.0));
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vertices[vi + 3u] = Vertex(pos: p3, normal: normal, uv: vec2<f32>(0.0, 0.0));
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vertices[vi] = Vertex(p0, normal, vec2<f32>(0.0, 1.0));
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vertices[vi + 1u] = Vertex(p1, normal, vec2<f32>(1.0, 1.0));
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vertices[vi + 2u] = Vertex(p2, normal, vec2<f32>(1.0, 0.0));
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vertices[vi + 3u] = Vertex(p3, normal, vec2<f32>(0.0, 0.0));
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let ii = atomicAdd(&counts[1], 6u);
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if dir > 0 {
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