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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: 0x02001285 RID: 4741
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[Token(Token = "0x2001285")]
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[BurstCompile]
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public struct ClusterMeshUpdateJob : IJob
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{
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// Token: 0x06006BB2 RID: 27570 RVA: 0x0017E3E8 File Offset: 0x0017C5E8
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[Token(Token = "0x6006BB2")]
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[Address(RVA = "0x1468400", Offset = "0x1467200", VA = "0x181468400")]
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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: 0x06006BB3 RID: 27571 RVA: 0x0000220F File Offset: 0x0000040F
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[Token(Token = "0x6006BB3")]
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[Address(RVA = "0x1467F60", Offset = "0x1466D60", VA = "0x181467F60", 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: 0x04004807 RID: 18439
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4004807")]
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[ReadOnly]
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private NativeList<float3> verts;
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// Token: 0x04004808 RID: 18440
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x4004808")]
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[ReadOnly]
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public NativeList<int> origIndices;
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// Token: 0x04004809 RID: 18441
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4004809")]
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[ReadOnly]
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private NativeList<MeshComponentInfo> clusterInfo;
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// Token: 0x0400480A RID: 18442
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400480A")]
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[ReadOnly]
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private NativeArray<int> componentLod;
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// Token: 0x0400480B RID: 18443
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x400480B")]
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[ReadOnly]
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private float3 eyePos;
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// Token: 0x0400480C RID: 18444
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x400480C")]
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[ReadOnly]
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private NativeArray<float3> triNormals;
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// Token: 0x0400480D RID: 18445
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[FieldOffset(Offset = "0x60")]
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[Token(Token = "0x400480D")]
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[ReadOnly]
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private NativeArray<float> triSizes;
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// Token: 0x0400480E RID: 18446
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[FieldOffset(Offset = "0x70")]
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[Token(Token = "0x400480E")]
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[ReadOnly]
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private bool dynamicCluster;
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// Token: 0x0400480F RID: 18447
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x400480F")]
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[ReadOnly]
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private float faceFactor;
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// Token: 0x04004810 RID: 18448
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4004810")]
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[ReadOnly]
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private float meshScale;
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// Token: 0x04004811 RID: 18449
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[FieldOffset(Offset = "0x7C")]
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[Token(Token = "0x4004811")]
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[ReadOnly]
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private float distFactor;
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// Token: 0x04004812 RID: 18450
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4004812")]
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private NativeList<int> indices;
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}
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}
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