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Remove debug
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@@ -342,8 +342,8 @@ private func verticesData(
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}
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let relativeSize = CGSize(
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width: size.width / containerSize.width * 2.0,
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height: size.height / containerSize.height * 2.0
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width: size.width / containerSize.width,
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height: size.height / containerSize.height
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)
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let relativeOffset = CGPoint(
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x: position.x / containerSize.width,
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@@ -358,48 +358,27 @@ private func verticesData(
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size: relativeSize
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)
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let cosAngle = Float(cos(rotation))
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let sinAngle = Float(sin(rotation))
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let centerX = Float(rect.midX)
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let centerY = Float(rect.midY)
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let halfWidth = Float(rect.width) / 2.0
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let halfHeight = Float(rect.height) / 2.0
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let x1 = centerX + (halfWidth * cosAngle) - (halfHeight * sinAngle)
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let y1 = centerY + (halfWidth * sinAngle) + (halfHeight * cosAngle)
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let x2 = centerX - (halfWidth * cosAngle) - (halfHeight * sinAngle)
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let y2 = centerY - (halfWidth * sinAngle) + (halfHeight * cosAngle)
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let x3 = centerX + (halfWidth * cosAngle) + (halfHeight * sinAngle)
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let y3 = centerY + (halfWidth * sinAngle) - (halfHeight * cosAngle)
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let x4 = centerX - (halfWidth * cosAngle) + (halfHeight * sinAngle)
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let y4 = centerY - (halfWidth * sinAngle) - (halfHeight * cosAngle)
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return [
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VertexData(
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pos: simd_float4(x: x1, y: y1, z: z, w: 1),
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pos: simd_float4(x: Float(rect.minX) * 2.0, y: Float(rect.minY) * 2.0, z: z, w: 1),
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texCoord: topLeft,
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localPos: simd_float2(0.0, 0.0)
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),
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VertexData(
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pos: simd_float4(x: x2, y: y2, z: z, w: 1),
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pos: simd_float4(x: Float(rect.maxX) * 2.0, y: Float(rect.minY) * 2.0, z: z, w: 1),
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texCoord: topRight,
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localPos: simd_float2(1.0, 0.0)
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),
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VertexData(
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pos: simd_float4(x: x3, y: y3, z: z, w: 1),
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pos: simd_float4(x: Float(rect.minX) * 2.0, y: Float(rect.maxY) * 2.0, z: z, w: 1),
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texCoord: bottomLeft,
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localPos: simd_float2(0.0, 1.0)
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),
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VertexData(
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pos: simd_float4(x: x4, y: y4, z: z, w: 1),
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pos: simd_float4(x: Float(rect.maxX) * 2.0, y: Float(rect.maxY) * 2.0, z: z, w: 1),
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texCoord: bottomRight,
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localPos: simd_float2(1.0, 1.0)
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),
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)
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]
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}
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