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using UnityEngine; | |
public class GenerateVectorData : MonoBehaviour | |
{ | |
private SkinnedMeshRenderer m_mesh; | |
private Mesh skinnedMeshCache; | |
private Vector3[] vertexFrameCache1; | |
private Vector3[] vertexFrameCache2; | |
private Vector3[] vertexFrameCache3; | |
private ComputeBuffer vertexBuffer1; |
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inline float inverselerp(float min, float max, float x) | |
{ | |
return (x - min) / (max - min); | |
} | |
float hash(float n) | |
{ | |
return frac(sin(n)*43758.5453); | |
} |