1import super::{2 bindings::{globals, TaskPayload},3};4enable wgpu_mesh_shader;6var<task_payload> taskPayload: TaskPayload;8@task9@payload(taskPayload)10@workgroup_size(1)11fn task() -> @builtin(mesh_task_size) vec3<u32> {13 // This color is multiplied against the color of each cube.14 // Changing it modifies all cube colors.15 taskPayload.colorMask = vec4(1.0, 1.0, 1.0, 1.0);17 // how many mesh shaders get dispatched grows over time18 // until it passes a gpu limit. When it hits the limit all19 // cubes disappear, showing what can happen if you choose the20 // wrong values.21 return vec3u(u32(globals.time));22}