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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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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000035 RID: 53
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[Token(Token = "0x200002F")]
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[BurstCompile]
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public struct BinPerLightJob : IJobParallelFor
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{
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// Token: 0x060000D0 RID: 208 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000C8")]
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[Address(RVA = "0x23E81E0", Offset = "0x23E71E0", VA = "0x1823E81E0", Slot = "4")]
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public void Execute(int lightIdx)
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{
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}
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// Token: 0x060000D1 RID: 209 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000C9")]
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[Address(RVA = "0x23E7BB0", Offset = "0x23E6BB0", VA = "0x1823E7BB0")]
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private void AddPointLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float lightIntensity, float lightRange)
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{
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}
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// Token: 0x060000D2 RID: 210 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000CA")]
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[Address(RVA = "0x23E7DD0", Offset = "0x23E6DD0", VA = "0x1823E7DD0")]
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private void AddSpotLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float3 expandedLightPos, float3 lightForward, float lightIntensity, float lightBaseRadius, float lightRange, float expandedLightRange)
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{
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}
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// Token: 0x060000D3 RID: 211 RVA: 0x00002928 File Offset: 0x00000B28
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[Token(Token = "0x60000CB")]
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[Address(RVA = "0x23E8880", Offset = "0x23E7880", VA = "0x1823E8880")]
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private float PointLightIntensity(float approxIntensity)
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{
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return 0f;
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}
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// Token: 0x060000D4 RID: 212 RVA: 0x00002940 File Offset: 0x00000B40
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[Token(Token = "0x60000CC")]
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[Address(RVA = "0x23E8800", Offset = "0x23E7800", VA = "0x1823E8800")]
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private float LinearAttenuation(float3 voxelCenter, float3 lightPos, float lightRange)
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{
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return 0f;
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}
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// Token: 0x060000D5 RID: 213 RVA: 0x00002958 File Offset: 0x00000B58
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[Token(Token = "0x60000CD")]
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[Address(RVA = "0x23E8100", Offset = "0x23E7100", VA = "0x1823E8100")]
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private float AngularAttenuation(float3 voxelCenter, float3 lightPos, float3 lightForward, float lightBaseRadius, float lightRange)
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{
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return 0f;
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}
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// Token: 0x04000130 RID: 304
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x400010C")]
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[ReadOnly]
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public NativeArray<BinnableLight> lights;
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// Token: 0x04000131 RID: 305
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x400010D")]
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[ReadOnly]
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public NativeArray<float3> voxelPoints;
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// Token: 0x04000132 RID: 306
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400010E")]
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[ReadOnly]
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public float3 worldVolumeMinCorner;
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// Token: 0x04000133 RID: 307
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x400010F")]
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[ReadOnly]
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public float3 worldVolumeMaxCorner;
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// Token: 0x04000134 RID: 308
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000110")]
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[WriteOnly]
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public NativeMultiHashMap<ushort, LightInBin>.ParallelWriter clusteredLightIndices;
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}
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}
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