oh dear
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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: 0x02000034 RID: 52
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[Token(Token = "0x200002E")]
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[BurstCompile]
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public struct BinPerVoxelJob : IJobParallelForBatch
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{
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// Token: 0x060000BC RID: 188 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000B4")]
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[Address(RVA = "0x19C5990", Offset = "0x19C4790", VA = "0x1819C5990", Slot = "4")]
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public void Execute(int voxelStartIdx, int voxelCapacity)
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{
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}
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// Token: 0x060000BD RID: 189 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000B5")]
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[Address(RVA = "0x19C5820", Offset = "0x19C4620", VA = "0x1819C5820")]
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private void AddLight(int lightingStartIdx, ushort lightsInCurrentVoxel, int lightCapacity, LightInBin lightInVoxelData)
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{
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}
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// Token: 0x04000123 RID: 291
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000100")]
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[ReadOnly]
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public NativeMultiHashMap<ushort, LightInBin> clusteredLightIndices;
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// Token: 0x04000124 RID: 292
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x4000101")]
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[ReadOnly]
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public uint lightCount;
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// Token: 0x04000125 RID: 293
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[FieldOffset(Offset = "0x14")]
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[Token(Token = "0x4000102")]
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[ReadOnly]
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public int headerSize;
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// Token: 0x04000126 RID: 294
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x4000103")]
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[WriteOnly]
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public NativeArray<uint> voxels;
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// Token: 0x04000127 RID: 295
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x4000104")]
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public NativeArray<float> importances;
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}
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}
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