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								using System.Collections;
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								using System.Collections.Generic;
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								using Godot;
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								using System;
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								using System.Threading;
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								using System.Threading.Tasks;
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								namespace Rokojori
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								{
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								  public class TextureCombinerProcessingRect
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								  {
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								    public TextureCombinerContext context;
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								    public int processingX = 0;
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								    public int processingY = 0;
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								    public int processingWidth = 0;
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								    public int processingHeight = 0;
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								    public Vector2 GetUV( int x, int y )
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								    {
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								      return new Vector2( x / (float) context.imageWidth, y / (float) context.imageHeight );
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								    }
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								    public Vector2 GetRelativeUV( int x, int y )
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								    {
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								      return GetUV( x + processingX, y + processingY );
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								    }
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								    public void SetOutputRelative( int x, int y, Color c )
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								    {
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								      outputBuffer.SetAt( x + processingX, y + processingY, c );
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								    } 
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								    public Vector2 uvStart => GetUV( processingX, processingY );
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								    public Vector2 uvEnd   => GetUV( processingX + processingWidth, processingY + processingHeight );
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								    public TextureCombinerBuffer inputBuffer;
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								    public TextureCombinerBuffer outputBuffer;
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								    public async Task CopyToFinalOutput( TextureCombinerBuffer bottomBuffer, TextureCombinerBuffer image )
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								    {
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								      var time = Async.StartTimer();
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								      bottomBuffer.CopyTo( 0, 0, processingX, processingY, processingWidth, processingHeight, image );
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								      time = await Async.WaitIfExceeded( time );
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								      return; 
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								    }
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								  }
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								}
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