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Fixed old glsl local_ prefix in the compute shader tutorial.
Removed outdated references to `local_` and `local_size_x` from the tutorial. These were GLSL-specific and no longer apply in Slang, which uses a different way to define thread group sizes.
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en/11_Compute_Shader.adoc

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@@ -518,8 +518,7 @@ An interesting thing is this compute-only declaration related to the compute spa
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This defines the number of invocations of this compute shader in the current work group.
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As noted earlier, this is the local part of the compute space.
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Hence, the `local_` prefix.
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As we work on a linear 1D array of particles, we only need to specify a number for x dimension in `local_size_x`.
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As we work on a linear 1D array of particles, we only need to specify a number for x dimension in `[numthreads(x,y,z)]`.
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The `compMain` function then reads from the last frame's SSBO and writes the
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updated particle position to the SSBO for the current frame.

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