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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class pointBuffer : MonoBehaviour {
public sdfBoneBuffer Bones;
public ComputeShader physics;
public bool update;
Shader "Custom/BasicPointDisplay" {
Properties {
_Texture( "Texture" , 2D ) = "white" {}
_Color1 ("Tip Color", Color) = (1,.4,.2,1)
_Color2 ("Tail Color", Color) = (1,0,0,1)
}
float totalArea = 0;
for( int i = 0; i < triBuffer.triangles.Length/3; i++ ){
int tri0 = i * 3;
int tri1 = tri0 + 1;
int tri2 = tri0 + 2;
tri0 = triBuffer.triangles[tri0];
tri1 = triBuffer.triangles[tri1];
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class ARKitComputeCloud : MonoBehaviour {
public int maxPointsToShow;
public int maxNewPoints;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RenderPointCloud : MonoBehaviour {
public Material material;
public ARKitComputeCloud cloud;
// Use this for initialization
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class TouchEvents : MonoBehaviour {
public delegate void TouchDown(Ray ray,Vector3 screenPos);
public static event TouchDown OnTouchDown;
using UnityEngine;
using System.Collections;
public class Cloak : MonoBehaviour {
//public HumanBuffer humanBuffer;
//
//public GameObject hand1;
//public GameObject hand2;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class cloudPhysicsBuffer : MonoBehaviour {
public ARKitComputeCloud cloud;
#pragma kernel CSMain
struct Vert{
float used;
float justChanged;
float3 pos;
float3 vel;
float3 target;
float3 oPos[8];
float3 debug;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.iOS;
public class StealCamTextures : MonoBehaviour {
public UnityARVideo video;