using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x02000530 RID: 1328
	[Token(Token = "0x2000530")]
	public sealed class VignetteComponent : PostProcessingComponentRenderTexture<VignetteModel>
	{
		// Token: 0x17000336 RID: 822
		// (get) Token: 0x06002D7B RID: 11643 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x17000336")]
		public override bool active
		{
			[Token(Token = "0x6002D7B")]
			[Address(RVA = "0x937B70", Offset = "0x936970", VA = "0x180937B70", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06002D7C RID: 11644 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002D7C")]
		[Address(RVA = "0x937840", Offset = "0x936640", VA = "0x180937840", Slot = "10")]
		public override void Prepare(Material uberMaterial)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002D7D RID: 11645 RVA: 0x000620E4 File Offset: 0x000602E4
		[Token(Token = "0x6002D7D")]
		[Address(RVA = "0x937B30", Offset = "0x936930", VA = "0x180937B30")]
		public VignetteComponent()
		{
		}

		// Token: 0x02000531 RID: 1329
		[Token(Token = "0x2000531")]
		private static class Uniforms
		{
			// Token: 0x040035F5 RID: 13813
			[Token(Token = "0x40035F5")]
			internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");

			// Token: 0x040035F6 RID: 13814
			[Token(Token = "0x40035F6")]
			internal static readonly int _Vignette_Center = Shader.PropertyToID("_Vignette_Center");

			// Token: 0x040035F7 RID: 13815
			[Token(Token = "0x40035F7")]
			internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");

			// Token: 0x040035F8 RID: 13816
			[Token(Token = "0x40035F8")]
			internal static readonly int _Vignette_Mask = Shader.PropertyToID("_Vignette_Mask");

			// Token: 0x040035F9 RID: 13817
			[Token(Token = "0x40035F9")]
			internal static readonly int _Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity");
		}
	}
}
