using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x02000519 RID: 1305
	[Token(Token = "0x2000519")]
	public sealed class DitheringComponent : PostProcessingComponentRenderTexture<DitheringModel>
	{
		// Token: 0x1700032A RID: 810
		// (get) Token: 0x06002D26 RID: 11558 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x1700032A")]
		public override bool active
		{
			[Token(Token = "0x6002D26")]
			[Address(RVA = "0x13CFF30", Offset = "0x13CED30", VA = "0x1813CFF30", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06002D27 RID: 11559 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D27")]
		[Address(RVA = "0x13CFB80", Offset = "0x13CE980", VA = "0x1813CFB80", Slot = "7")]
		public override void OnDisable()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D28 RID: 11560 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D28")]
		[Address(RVA = "0x13CFA40", Offset = "0x13CE840", VA = "0x1813CFA40")]
		private void LoadNoiseTextures()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D29 RID: 11561 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D29")]
		[Address(RVA = "0x13CFBA0", Offset = "0x13CE9A0", VA = "0x1813CFBA0", Slot = "10")]
		public override void Prepare(Material uberMaterial)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D2A RID: 11562 RVA: 0x000616DC File Offset: 0x0005F8DC
		[Token(Token = "0x6002D2A")]
		[Address(RVA = "0x13CFEF0", Offset = "0x13CECF0", VA = "0x1813CFEF0")]
		public DitheringComponent()
		{
		}

		// Token: 0x04003561 RID: 13665
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x4003561")]
		private Texture2D[] noiseTextures;

		// Token: 0x04003562 RID: 13666
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x4003562")]
		private int textureIndex;

		// Token: 0x04003563 RID: 13667
		[Token(Token = "0x4003563")]
		private const int k_TextureCount = 64;

		// Token: 0x0200051A RID: 1306
		[Token(Token = "0x200051A")]
		private static class Uniforms
		{
			// Token: 0x04003564 RID: 13668
			[Token(Token = "0x4003564")]
			internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex");

			// Token: 0x04003565 RID: 13669
			[Token(Token = "0x4003565")]
			internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords");
		}
	}
}
