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- float3 halfDimensions = dimensions * 0.5;
- bool insideX = abs(center.x - cubeCenter.x) <= halfDimensions.x;
- bool insideY = abs(center.y - cubeCenter.y) <= halfDimensions.y;
- bool insideZ = abs(center.z - cubeCenter.z) <= halfDimensions.z;
- bool flag = insideX && insideY && insideZ;
- result= flag ? 1 : 0
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