private static Vertex ConvertTextVertexToUIRVertex(UnityEngine.UIElements.TextVertex textVertex, Vector2 offset)
 {
     return(new Vertex
     {
         position = new Vector3(textVertex.position.x + offset.x, textVertex.position.y + offset.y, 0f),
         uv = textVertex.uv0,
         tint = textVertex.color,
         idsFlags = new Color32(0, 0, 0, 1)
     });
 }
        internal static void UpdateText(NativeArray <UnityEngine.UIElements.TextVertex> uiVertices, Vector2 offset, Matrix4x4 transform, Color32 xformClipPages, Color32 idsFlags, Color32 opacityPageSVGSettingIndex, NativeSlice <Vertex> vertices)
        {
            int num = MeshBuilder.LimitTextVertices(uiVertices.Length, false);

            Debug.Assert(num == vertices.Length);
            idsFlags.a = 1;
            for (int i = 0; i < num; i++)
            {
                UnityEngine.UIElements.TextVertex textVertex = uiVertices[i];
                vertices[i] = new Vertex
                {
                    position                   = transform.MultiplyPoint3x4(new Vector3(textVertex.position.x + offset.x, textVertex.position.y + offset.y, 0f)),
                    uv                         = textVertex.uv0,
                    tint                       = textVertex.color,
                    xformClipPages             = xformClipPages,
                    idsFlags                   = idsFlags,
                    opacityPageSVGSettingIndex = opacityPageSVGSettingIndex
                };
            }
        }