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  • #124935

    Great topic. The core thing people miss when migrating to mesh shaders is that you’re not just swapping the vertex shader—you’re collapsing the entire pre-rasterization chain (input assembly, vertex shader, tessellation, geometry shader, viewport transform) into a single programmable stage that emits a **mesh

    "League of Legends Master Tier (Mid/ADC) • EU West Server"
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