using System;
using Cpp2IlInjected;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
	// Token: 0x02000592 RID: 1426
	[Token(Token = "0x2000592")]
	[ExecuteInEditMode]
	[RequireComponent(typeof(Camera))]
	[AddComponentMenu("Image Effects/Other/Antialiasing")]
	public class Antialiasing : PostEffectsBase
	{
		// Token: 0x06002E9B RID: 11931 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002E9B")]
		[Address(RVA = "0x8CEC10", Offset = "0x8CDA10", VA = "0x1808CEC10")]
		public Material CurrentAAMaterial()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002E9C RID: 11932 RVA: 0x00063584 File Offset: 0x00061784
		[Token(Token = "0x6002E9C")]
		[Address(RVA = "0x8CEA90", Offset = "0x8CD890", VA = "0x1808CEA90", Slot = "4")]
		public override bool CheckResources()
		{
			int num = 0;
			bool flag = base.CheckSupport(num != 0);
			Material material = this.materialFXAAPreset2;
			Shader shader = this.shaderFXAAPreset2;
			Material material2 = base.CreateMaterial(shader, material);
			this.materialFXAAPreset2 = material2;
			Material material3 = this.materialFXAAPreset3;
			Shader shader2 = this.shaderFXAAPreset3;
			Material material4 = base.CreateMaterial(shader2, material3);
			this.materialFXAAPreset3 = material4;
			Material material5 = this.materialFXAAII;
			Shader shader3 = this.shaderFXAAII;
			Material material6 = base.CreateMaterial(shader3, material5);
			this.materialFXAAII = material6;
			Material material7 = this.materialFXAAIII;
			Shader shader4 = this.shaderFXAAIII;
			Material material8 = base.CreateMaterial(shader4, material7);
			this.materialFXAAIII = material8;
			Material material9 = this.nfaa;
			Shader shader5 = this.nfaaShader;
			Material material10 = base.CreateMaterial(shader5, material9);
			this.nfaa = material10;
			Material material11 = this.ssaa;
			Shader shader6 = this.ssaaShader;
			Material material12 = base.CreateMaterial(shader6, material11);
			this.ssaa = material12;
			Material material13 = this.dlaa;
			Shader shader7 = this.dlaaShader;
			Material material14 = base.CreateMaterial(shader7, material13);
			this.dlaa = material14;
			if (!this.ssaaShader.isSupported)
			{
				base.NotSupported();
				base.ReportAutoDisable();
			}
			return this.isSupported;
		}

		// Token: 0x06002E9D RID: 11933 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002E9D")]
		[Address(RVA = "0x8CEC80", Offset = "0x8CDA80", VA = "0x1808CEC80")]
		public void OnRenderImage(RenderTexture source, RenderTexture destination)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002E9E RID: 11934 RVA: 0x000636BC File Offset: 0x000618BC
		[Token(Token = "0x6002E9E")]
		[Address(RVA = "0x8CF1C0", Offset = "0x8CDFC0", VA = "0x1808CF1C0")]
		public Antialiasing()
		{
		}

		// Token: 0x04003787 RID: 14215
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x4003787")]
		public AAMode mode = (AAMode)((ulong)1L);

		// Token: 0x04003788 RID: 14216
		[FieldOffset(Offset = "0x2C")]
		[Token(Token = "0x4003788")]
		public bool showGeneratedNormals;

		// Token: 0x04003789 RID: 14217
		[FieldOffset(Offset = "0x30")]
		[Token(Token = "0x4003789")]
		public float offsetScale = 0.2f;

		// Token: 0x0400378A RID: 14218
		[FieldOffset(Offset = "0x34")]
		[Token(Token = "0x400378A")]
		public float blurRadius = 18f;

		// Token: 0x0400378B RID: 14219
		[FieldOffset(Offset = "0x38")]
		[Token(Token = "0x400378B")]
		public float edgeThresholdMin = 0.05f;

		// Token: 0x0400378C RID: 14220
		[FieldOffset(Offset = "0x3C")]
		[Token(Token = "0x400378C")]
		public float edgeThreshold = 0.2f;

		// Token: 0x0400378D RID: 14221
		[FieldOffset(Offset = "0x40")]
		[Token(Token = "0x400378D")]
		public float edgeSharpness = 4f;

		// Token: 0x0400378E RID: 14222
		[FieldOffset(Offset = "0x44")]
		[Token(Token = "0x400378E")]
		public bool dlaaSharp;

		// Token: 0x0400378F RID: 14223
		[FieldOffset(Offset = "0x48")]
		[Token(Token = "0x400378F")]
		public Shader ssaaShader;

		// Token: 0x04003790 RID: 14224
		[FieldOffset(Offset = "0x50")]
		[Token(Token = "0x4003790")]
		private Material ssaa;

		// Token: 0x04003791 RID: 14225
		[FieldOffset(Offset = "0x58")]
		[Token(Token = "0x4003791")]
		public Shader dlaaShader;

		// Token: 0x04003792 RID: 14226
		[FieldOffset(Offset = "0x60")]
		[Token(Token = "0x4003792")]
		private Material dlaa;

		// Token: 0x04003793 RID: 14227
		[FieldOffset(Offset = "0x68")]
		[Token(Token = "0x4003793")]
		public Shader nfaaShader;

		// Token: 0x04003794 RID: 14228
		[FieldOffset(Offset = "0x70")]
		[Token(Token = "0x4003794")]
		private Material nfaa;

		// Token: 0x04003795 RID: 14229
		[FieldOffset(Offset = "0x78")]
		[Token(Token = "0x4003795")]
		public Shader shaderFXAAPreset2;

		// Token: 0x04003796 RID: 14230
		[FieldOffset(Offset = "0x80")]
		[Token(Token = "0x4003796")]
		private Material materialFXAAPreset2;

		// Token: 0x04003797 RID: 14231
		[FieldOffset(Offset = "0x88")]
		[Token(Token = "0x4003797")]
		public Shader shaderFXAAPreset3;

		// Token: 0x04003798 RID: 14232
		[FieldOffset(Offset = "0x90")]
		[Token(Token = "0x4003798")]
		private Material materialFXAAPreset3;

		// Token: 0x04003799 RID: 14233
		[FieldOffset(Offset = "0x98")]
		[Token(Token = "0x4003799")]
		public Shader shaderFXAAII;

		// Token: 0x0400379A RID: 14234
		[FieldOffset(Offset = "0xA0")]
		[Token(Token = "0x400379A")]
		private Material materialFXAAII;

		// Token: 0x0400379B RID: 14235
		[FieldOffset(Offset = "0xA8")]
		[Token(Token = "0x400379B")]
		public Shader shaderFXAAIII;

		// Token: 0x0400379C RID: 14236
		[FieldOffset(Offset = "0xB0")]
		[Token(Token = "0x400379C")]
		private Material materialFXAAIII;
	}
}
