_getWGSLComputeCode( shaderData, workgroupSize ) {

		return `${ this.getSignature() }
// directives
${shaderData.directives}

// system
var<private> instanceIndex : u32;

// locals
${shaderData.scopedArrays}

// structs
${shaderData.structs}

// uniforms
${shaderData.uniforms}

// codes
${shaderData.codes}

@compute @workgroup_size( ${workgroupSize} )
fn main( ${shaderData.attributes} ) {

	// system
	instanceIndex = globalId.x + globalId.y * numWorkgroups.x * u32(${workgroupSize}) + globalId.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});

	// vars
	${shaderData.vars}

	// flow
	${shaderData.flow}

}
`;

	}
Returns a WGSL compute shader based on the given shader data.

@private
@param {Object} shaderData - The shader data.
@param {string} workgroupSize - The workgroup size.
@return {string} The vertex shader.