using System;
using Cpp2IlInjected;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
	// Token: 0x020005B7 RID: 1463
	[Token(Token = "0x20005B7")]
	[ExecuteInEditMode]
	[AddComponentMenu("Image Effects/Displacement/Fisheye")]
	[RequireComponent(typeof(Camera))]
	public class Fisheye : PostEffectsBase
	{
		// Token: 0x06002F0B RID: 12043 RVA: 0x000646B4 File Offset: 0x000628B4
		[Token(Token = "0x6002F0B")]
		[Address(RVA = "0x4C4740", Offset = "0x4C3540", VA = "0x1804C4740", Slot = "4")]
		public override bool CheckResources()
		{
			int num = 0;
			bool flag = base.CheckSupport(num != 0);
			Material material = this.fisheyeMaterial;
			Shader shader = this.fishEyeShader;
			Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
			this.fisheyeMaterial = material2;
			bool isSupported = this.isSupported;
			if (!isSupported)
			{
				base.ReportAutoDisable();
			}
			return isSupported;
		}

		// Token: 0x06002F0C RID: 12044 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002F0C")]
		[Address(RVA = "0x4C47A0", Offset = "0x4C35A0", VA = "0x1804C47A0")]
		private void OnRenderImage(RenderTexture source, RenderTexture destination)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002F0D RID: 12045 RVA: 0x00064700 File Offset: 0x00062900
		[Token(Token = "0x6002F0D")]
		[Address(RVA = "0x4C4950", Offset = "0x4C3750", VA = "0x1804C4950")]
		public Fisheye()
		{
		}

		// Token: 0x040038E5 RID: 14565
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x40038E5")]
		[Range(0f, 1.5f)]
		public float strengthX = 0.05f;

		// Token: 0x040038E6 RID: 14566
		[FieldOffset(Offset = "0x2C")]
		[Token(Token = "0x40038E6")]
		[Range(0f, 1.5f)]
		public float strengthY = 0.05f;

		// Token: 0x040038E7 RID: 14567
		[FieldOffset(Offset = "0x30")]
		[Token(Token = "0x40038E7")]
		public Shader fishEyeShader;

		// Token: 0x040038E8 RID: 14568
		[FieldOffset(Offset = "0x38")]
		[Token(Token = "0x40038E8")]
		private Material fisheyeMaterial;
	}
}
