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using Unity.Mathematics;
using UnityEngine;

namespace NGS.MeshFusionPro;

public struct LightweightVertex
{
	public float3 pos;

	public sbyte normX;

	public sbyte normY;

	public sbyte normZ;

	public sbyte normW;

	public sbyte tanX;

	public sbyte tanY;

	public sbyte tanZ;

	public sbyte tanW;

	public half2 uv;

	public half2 uv2;

	public Vector3 Position
	{
		get
		{
			return pos;
		}
		set
		{
			pos = value;
		}
	}

	public Vector3 Normal
	{
		get
		{
			return new Vector3((float)normX / 127f, (float)normY / 127f, (float)normZ / 127f);
		}
		set
		{
			normX = (sbyte)(value.x * 127f);
			normY = (sbyte)(value.y * 127f);
			normZ = (sbyte)(value.z * 127f);
			normW = 1;
		}
	}

	public Vector4 Tangent
	{
		get
		{
			return new Vector4((float)tanX / 127f, (float)tanY / 127f, (float)tanZ / 127f, (float)tanW / 127f);
		}
		set
		{
			tanX = (sbyte)(value.x * 127f);
			tanY = (sbyte)(value.y * 127f);
			tanZ = (sbyte)(value.z * 127f);
			tanW = (sbyte)(value.w * 127f);
		}
	}

	public Vector2 UV
	{
		get
		{
			return new Vector2(uv.x, uv.y);
		}
		set
		{
			uv = new half2((half)value.x, (half)value.y);
		}
	}

	public Vector2 UV2
	{
		get
		{
			return new Vector2(uv2.x, uv2.y);
		}
		set
		{
			uv2 = new half2((half)value.x, (half)value.y);
		}
	}
}