fn get_entity_primitive(loc: vec2<u32>, index: u32) -> vec2<u32> {
let i = index >> 2u;
let j = index & 3u;
var meshes = get_entity_gpu_primitives_mesh(loc);
var lods = get_entity_gpu_primitives_lod(loc);
let mesh = bitcast<u32>(meshes[i][j]);
let lod = bitcast<u32>(lods[i][j]);
return vec2<u32>(mesh, lod);
}