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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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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000037 RID: 55
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[Token(Token = "0x2000031")]
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[BurstCompile]
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public struct ClearBufferJob<T, U> : IJob where T : struct, IEquatable<T> where U : struct
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{
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// Token: 0x060000D8 RID: 216 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000D0")]
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[Address(RVA = "0x304C880", Offset = "0x304B880", VA = "0x18304C880", Slot = "4")]
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public void Execute()
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{
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}
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// Token: 0x0400013A RID: 314
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000116")]
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public NativeMultiHashMap<T, U> bufferToClear;
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}
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}
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