using System;
using System.Runtime.CompilerServices;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x0200052C RID: 1324
	[Token(Token = "0x200052C")]
	public sealed class TaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
	{
		// Token: 0x17000333 RID: 819
		// (get) Token: 0x06002D68 RID: 11624 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x17000333")]
		public override bool active
		{
			[Token(Token = "0x6002D68")]
			[Address(RVA = "0x12F7480", Offset = "0x12F6280", VA = "0x1812F7480", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06002D69 RID: 11625 RVA: 0x00061FA8 File Offset: 0x000601A8
		[Token(Token = "0x6002D69")]
		[Address(RVA = "0x51C630", Offset = "0x51B430", VA = "0x18051C630", Slot = "4")]
		public override DepthTextureMode GetCameraFlags()
		{
			return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
		}

		// Token: 0x17000334 RID: 820
		// (get) Token: 0x06002D6A RID: 11626 RVA: 0x000020D3 File Offset: 0x000002D3
		// (set) Token: 0x06002D6B RID: 11627 RVA: 0x00061FB8 File Offset: 0x000601B8
		[Token(Token = "0x17000334")]
		public Vector2 jitterVector
		{
			[Token(Token = "0x6002D6A")]
			[Address(RVA = "0x12F7500", Offset = "0x12F6300", VA = "0x1812F7500")]
			[CompilerGenerated]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
			[Token(Token = "0x6002D6B")]
			[Address(RVA = "0x771F90", Offset = "0x770D90", VA = "0x180771F90")]
			[CompilerGenerated]
			private set
			{
				this.<jitterVector>k__BackingField = value;
			}
		}

		// Token: 0x06002D6C RID: 11628 RVA: 0x00061FCC File Offset: 0x000601CC
		[Token(Token = "0x6002D6C")]
		[Address(RVA = "0x12F6EA0", Offset = "0x12F5CA0", VA = "0x1812F6EA0")]
		public void ResetHistory()
		{
			this.m_ResetHistory = true;
		}

		// Token: 0x06002D6D RID: 11629 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D6D")]
		[Address(RVA = "0x12F6EB0", Offset = "0x12F5CB0", VA = "0x1812F6EB0")]
		public void SetProjectionMatrix(Func<Vector2, Matrix4x4> jitteredFunc)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D6E RID: 11630 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D6E")]
		[Address(RVA = "0x12F6900", Offset = "0x12F5700", VA = "0x1812F6900")]
		public void Render(RenderTexture source, RenderTexture destination)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D6F RID: 11631 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D6F")]
		[Address(RVA = "0x12F60F0", Offset = "0x12F4EF0", VA = "0x1812F60F0")]
		private float GetHaltonValue(int index, int radix)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D70 RID: 11632 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D70")]
		[Address(RVA = "0x12F6030", Offset = "0x12F4E30", VA = "0x1812F6030")]
		private Vector2 GenerateRandomOffset()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D71 RID: 11633 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D71")]
		[Address(RVA = "0x12F62F0", Offset = "0x12F50F0", VA = "0x1812F62F0")]
		private Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D72 RID: 11634 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D72")]
		[Address(RVA = "0x12F6130", Offset = "0x12F4F30", VA = "0x1812F6130")]
		private Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D73 RID: 11635 RVA: 0x00061FE0 File Offset: 0x000601E0
		[Token(Token = "0x6002D73")]
		[Address(RVA = "0x12F6860", Offset = "0x12F5660", VA = "0x1812F6860", Slot = "7")]
		public override void OnDisable()
		{
			RenderTexture historyTexture = this.m_HistoryTexture;
			int num = 0;
			if (historyTexture != num)
			{
				RenderTexture.ReleaseTemporary(this.m_HistoryTexture);
			}
			int num2 = 0;
			this.m_HistoryTexture = num2;
			this.m_SampleIndex = num2;
			this.m_ResetHistory = true;
		}

		// Token: 0x06002D74 RID: 11636 RVA: 0x00062024 File Offset: 0x00060224
		[Token(Token = "0x6002D74")]
		[Address(RVA = "0x12F7410", Offset = "0x12F6210", VA = "0x1812F7410")]
		public TaaComponent()
		{
			RenderBuffer[] array = new RenderBuffer[2];
			this.m_MRT = array;
			this.m_ResetHistory = true;
			base..ctor();
		}

		// Token: 0x040035E7 RID: 13799
		[Token(Token = "0x40035E7")]
		private const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing";

		// Token: 0x040035E8 RID: 13800
		[Token(Token = "0x40035E8")]
		private const int k_SampleCount = 8;

		// Token: 0x040035E9 RID: 13801
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x40035E9")]
		private readonly RenderBuffer[] m_MRT;

		// Token: 0x040035EA RID: 13802
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x40035EA")]
		private int m_SampleIndex;

		// Token: 0x040035EB RID: 13803
		[FieldOffset(Offset = "0x2C")]
		[Token(Token = "0x40035EB")]
		private bool m_ResetHistory;

		// Token: 0x040035EC RID: 13804
		[FieldOffset(Offset = "0x30")]
		[Token(Token = "0x40035EC")]
		private RenderTexture m_HistoryTexture;

		// Token: 0x0200052D RID: 1325
		[Token(Token = "0x200052D")]
		private static class Uniforms
		{
			// Token: 0x040035EE RID: 13806
			[Token(Token = "0x40035EE")]
			internal static int _Jitter = Shader.PropertyToID("_Jitter");

			// Token: 0x040035EF RID: 13807
			[Token(Token = "0x40035EF")]
			internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters");

			// Token: 0x040035F0 RID: 13808
			[Token(Token = "0x40035F0")]
			internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");

			// Token: 0x040035F1 RID: 13809
			[Token(Token = "0x40035F1")]
			internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex");

			// Token: 0x040035F2 RID: 13810
			[Token(Token = "0x40035F2")]
			internal static int _MainTex = Shader.PropertyToID("_MainTex");
		}
	}
}
