Fixing scissoring
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@@ -80,6 +80,15 @@ Rect2 operator+=(Rect2 &r, float value) { r = r + value; return r; }
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Rect2 operator*=(Rect2 &r, float value) { r = r * value; return r; }
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Rect2 operator/=(Rect2 &r, float value) { r = r / value; return r; }
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bool operator==(Rect2 a, Rect2 b) {
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bool result = a.min.x == b.min.x && a.min.y == b.min.y && a.max.x == b.max.x && a.max.y == b.max.y;
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return result;
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}
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bool operator!=(Rect2 a, Rect2 b) {
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bool result = !(a == b);
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return result;
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}
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Vec2 operator-(Vec2 a, Vec2 b) { return {a.x - b.x, a.y - b.y}; }
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Vec2 operator+(Vec2 a, Vec2 b) { return {a.x + b.x, a.y + b.y}; }
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Vec2 operator*(Vec2 a, Vec2 b) { return {a.x * b.x, a.y * b.y}; }
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