Reimplement voxel rendering with a FBO.
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@@ -29,6 +29,9 @@ namespace OpenRA.Graphics
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readonly PaletteReference shadowPalette;
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readonly float scale;
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// Generated at render-time
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VoxelRenderProxy renderProxy;
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public VoxelRenderable(IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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@@ -44,6 +47,7 @@ namespace OpenRA.Graphics
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this.palette = color;
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this.normalsPalette = normals;
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this.shadowPalette = shadow;
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this.renderProxy = null;
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}
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public WPos Pos { get { return pos; } }
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@@ -79,133 +83,72 @@ namespace OpenRA.Graphics
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palette, normalsPalette, shadowPalette);
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}
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public void BeforeRender(WorldRenderer wr) {}
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// This will need generalizing once we support TS/RA2 terrain
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static readonly float[] groundNormal = new float[] {0,0,1,1};
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public void BeforeRender(WorldRenderer wr)
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{
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renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync(
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wr, voxels, camera, scale, groundNormal, lightSource,
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lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public void Render(WorldRenderer wr)
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{
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// Depth and shadow buffers are cleared between actors so that
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// overlapping units and shadows behave like overlapping sprites.
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var vr = Game.Renderer.WorldVoxelRenderer;
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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var pxOrigin = wr.ScreenPosition(pos);
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var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
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foreach (var v in draw)
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v.Voxel.PrepareForDraw(wr, pos + v.OffsetFunc(), v.RotationFunc(), camera,
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v.FrameFunc(), scale, lightSource);
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Game.Renderer.EnableDepthBuffer();
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Game.Renderer.EnableStencilBuffer();
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foreach (var v in draw)
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v.Voxel.DrawShadow(vr, shadowPalette.Index);
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Game.Renderer.DisableStencilBuffer();
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Game.Renderer.DisableDepthBuffer();
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Game.Renderer.EnableDepthBuffer();
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foreach (var v in draw)
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v.Voxel.Draw(vr, lightAmbientColor, lightDiffuseColor, palette.Index, normalsPalette.Index);
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Game.Renderer.DisableDepthBuffer();
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var psb = renderProxy.ProjectedShadowBounds;
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var sa = shadowOrigin + psb[0];
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var sb = shadowOrigin + psb[2];
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var sc = shadowOrigin + psb[1];
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var sd = shadowOrigin + psb[3];
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f*renderProxy.Sprite.size);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(pos);
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var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f*renderProxy.Sprite.size;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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var psb = renderProxy.ProjectedShadowBounds;
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c, c);
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// Draw voxel bounding box
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
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var pxOrigin = wr.ScreenPosition(pos);
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// Correct for bogus light source definition
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var shadowTransform = Util.MakeFloatMatrix(new WRot(new WAngle(256) - lightSource.Pitch,
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WAngle.Zero, lightSource.Yaw + new WAngle(512)).AsMatrix());
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var invShadowTransform = Util.MatrixInverse(shadowTransform);
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var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
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// TODO: Generalize this once we support sloped terrain
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var groundNormal = new float[] {0,0,1,1};
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var groundPos = new float[] {0, 0, 0.5f*(wr.ScreenPosition(pos).Y - wr.ScreenZPosition(pos, 0)), 1};
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var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal);
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var shadowGroundPos = Util.MatrixVectorMultiply(shadowTransform, groundPos);
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// Sprite rectangle
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var tl = new float2(float.MaxValue, float.MaxValue);
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var br = new float2(float.MinValue, float.MinValue);
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// Shadow sprite rectangle
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var stl = new float2(float.MaxValue, float.MaxValue);
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var sbr = new float2(float.MinValue, float.MinValue);
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foreach (var v in draw)
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{
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var bounds = v.Voxel.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x,y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds);
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var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds);
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// Aggregate bounds rect
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var pxOffset = wr.ScreenVector(v.OffsetFunc());
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var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
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tl = float2.Min(tl, pxPos + new float2(screenBounds[0], screenBounds[1]));
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br = float2.Max(br, pxPos + new float2(screenBounds[3], screenBounds[4]));
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// Box to render the shadow image from
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var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds);
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var shadowPxOffset = Util.MatrixVectorMultiply(shadowTransform, pxOffset);
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stl = float2.Min(stl, new float2(shadowPxOffset[0] + shadowBounds[0], shadowPxOffset[1] + shadowBounds[1]));
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sbr = float2.Max(sbr, new float2(shadowPxOffset[0] + shadowBounds[3], shadowPxOffset[1] + shadowBounds[4]));
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// Draw voxel bounding box
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var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
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DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
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}
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// Inflate rects by 1px each side to ensure rendering is within bounds
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var pad = new float2(1,1);
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tl -= pad;
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br += pad;
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stl -= pad;
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sbr += pad;
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// Corners of the shadow quad, in shadow-space
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var corners = new float[][]
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{
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new float[] {stl.X, stl.Y, 0, 1},
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new float[] {sbr.X, sbr.Y, 0, 1},
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new float[] {sbr.X, stl.Y, 0, 1},
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new float[] {stl.X, sbr.Y, 0, 1}
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};
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var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform);
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var screenCorners = new float2[4];
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for (var j = 0; j < 4; j++)
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{
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// Project to ground plane
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corners[j][2] -= (corners[j][2] - shadowGroundPos[2]) +
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(corners[j][1] - shadowGroundPos[1])*shadowGroundNormal[1]/shadowGroundNormal[2] +
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(corners[j][0] - shadowGroundPos[0])*shadowGroundNormal[0]/shadowGroundNormal[2];
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// Rotate to camera-space
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corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]);
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screenCorners[j] = pxOrigin + new float2(corners[j][0], corners[j][1]);
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}
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[1], screenCorners[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[3], screenCorners[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[0], screenCorners[2], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[2], screenCorners[1], c, c);
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// Draw sprite rect
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Game.Renderer.WorldLineRenderer.DrawRect(tl, br, Color.Red);
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}
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static readonly uint[] ix = new uint[] {0,0,0,0,3,3,3,3};
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static readonly uint[] iy = new uint[] {1,1,4,4,1,1,4,4};
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static readonly uint[] iz = new uint[] {2,5,2,5,2,5,2,5};
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static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
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{
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// Corner offsets
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var ix = new uint[] {0,0,0,0,3,3,3,3};
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var iy = new uint[] {1,1,4,4,1,1,4,4};
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var iz = new uint[] {2,5,2,5,2,5,2,5};
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var corners = new float2[8];
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for (var i = 0; i < 8; i++)
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{
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