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using System;
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using Cpp2IlInjected;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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namespace ClusterLOD
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{
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// Token: 0x02001355 RID: 4949
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[Token(Token = "0x2001355")]
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[BurstCompile]
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public struct ClusterMeshUpdateJob : IJob
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{
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// Token: 0x06006F25 RID: 28453 RVA: 0x00186988 File Offset: 0x00184B88
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[Token(Token = "0x6006F25")]
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[Address(RVA = "0x1F43830", Offset = "0x1F42830", VA = "0x181F43830")]
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public ClusterMeshUpdateJob(ClusterMeshUpdateJobData jobData, Vector3 eyePos, bool dynamicCluster, float faceFactor, float meshScale, float distFactor)
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{
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NativeList<float3> nativeList = jobData.verts;
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float z = eyePos.z;
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this.verts = nativeList;
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NativeList<int> nativeList2 = jobData.origIndices;
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this.origIndices = nativeList2;
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NativeList<int> nativeList3 = jobData.indices;
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this.indices = nativeList3;
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NativeList<MeshComponentInfo> componentInfo = jobData.componentInfo;
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this.clusterInfo = componentInfo;
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NativeArray<int> nativeArray = jobData.componentLod;
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this.componentLod = nativeArray;
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NativeArray<float3> nativeArray2 = jobData.triNormals;
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this.triNormals = nativeArray2;
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NativeArray<float> nativeArray3 = jobData.triSizes;
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this.triSizes = nativeArray3;
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this.meshScale = (float)0;
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this.dynamicCluster = dynamicCluster;
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float3 @float;
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float z2 = @float.z;
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this.faceFactor = (float)0;
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this.distFactor = (float)0;
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this.eyePos.z = z2;
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}
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// Token: 0x06006F26 RID: 28454 RVA: 0x0000220F File Offset: 0x0000040F
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[Token(Token = "0x6006F26")]
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[Address(RVA = "0x1F43390", Offset = "0x1F42390", VA = "0x181F43390", Slot = "4")]
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public void Execute()
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{
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throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
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}
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// Token: 0x04004989 RID: 18825
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4004989")]
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[ReadOnly]
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private NativeList<float3> verts;
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// Token: 0x0400498A RID: 18826
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x400498A")]
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[ReadOnly]
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public NativeList<int> origIndices;
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// Token: 0x0400498B RID: 18827
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400498B")]
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[ReadOnly]
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private NativeList<MeshComponentInfo> clusterInfo;
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// Token: 0x0400498C RID: 18828
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400498C")]
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[ReadOnly]
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private NativeArray<int> componentLod;
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// Token: 0x0400498D RID: 18829
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400498D")]
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[ReadOnly]
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private float3 eyePos;
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// Token: 0x0400498E RID: 18830
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x400498E")]
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[ReadOnly]
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private NativeArray<float3> triNormals;
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// Token: 0x0400498F RID: 18831
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400498F")]
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[ReadOnly]
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private NativeArray<float> triSizes;
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// Token: 0x04004990 RID: 18832
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x4004990")]
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[ReadOnly]
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private bool dynamicCluster;
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// Token: 0x04004991 RID: 18833
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x4004991")]
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[ReadOnly]
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private float faceFactor;
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// Token: 0x04004992 RID: 18834
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4004992")]
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[ReadOnly]
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private float meshScale;
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// Token: 0x04004993 RID: 18835
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[FieldOffset(Offset = "0x7C")]
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[Token(Token = "0x4004993")]
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[ReadOnly]
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private float distFactor;
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// Token: 0x04004994 RID: 18836
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4004994")]
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private NativeList<int> indices;
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}
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}
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