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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: 0x02000034 RID: 52
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[Token(Token = "0x200002E")]
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[BurstCompile]
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public struct CalculateVoxelPoints : IJobParallelFor
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{
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// Token: 0x060000CF RID: 207 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000C7")]
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[Address(RVA = "0x23EB800", Offset = "0x23EA800", VA = "0x1823EB800", Slot = "4")]
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public void Execute(int index)
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{
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}
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// Token: 0x0400012D RID: 301
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000109")]
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[WriteOnly]
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public NativeArray<float3> voxelPoints;
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// Token: 0x0400012E RID: 302
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x400010A")]
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[ReadOnly]
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public float3 worldVolumeMinCorner;
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// Token: 0x0400012F RID: 303
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[FieldOffset(Offset = "0x1C")]
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[Token(Token = "0x400010B")]
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[ReadOnly]
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public float3 worldVolumeMaxCorner;
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}
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}
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