using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x0200050D RID: 1293
	[Token(Token = "0x200050D")]
	public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
	{
		// Token: 0x17000322 RID: 802
		// (get) Token: 0x06002CE6 RID: 11494 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x17000322")]
		public override bool active
		{
			[Token(Token = "0x6002CE6")]
			[Address(RVA = "0xDE2610", Offset = "0xDE1410", VA = "0x180DE2610", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06002CE7 RID: 11495 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002CE7")]
		[Address(RVA = "0xDE1990", Offset = "0xDE0790", VA = "0x180DE1990")]
		public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002CE8 RID: 11496 RVA: 0x000611F0 File Offset: 0x0005F3F0
		[Token(Token = "0x6002CE8")]
		[Address(RVA = "0xDE2580", Offset = "0xDE1380", VA = "0x180DE2580")]
		public BloomComponent()
		{
			RenderTexture[] array = new RenderTexture[16];
			this.m_BlurBuffer1 = array;
			RenderTexture[] array2 = new RenderTexture[16];
			this.m_BlurBuffer2 = array2;
			base..ctor();
		}

		// Token: 0x04003518 RID: 13592
		[Token(Token = "0x4003518")]
		private const int k_MaxPyramidBlurLevel = 16;

		// Token: 0x04003519 RID: 13593
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x4003519")]
		private readonly RenderTexture[] m_BlurBuffer1;

		// Token: 0x0400351A RID: 13594
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x400351A")]
		private readonly RenderTexture[] m_BlurBuffer2;

		// Token: 0x0200050E RID: 1294
		[Token(Token = "0x200050E")]
		private static class Uniforms
		{
			// Token: 0x0400351B RID: 13595
			[Token(Token = "0x400351B")]
			internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");

			// Token: 0x0400351C RID: 13596
			[Token(Token = "0x400351C")]
			internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");

			// Token: 0x0400351D RID: 13597
			[Token(Token = "0x400351D")]
			internal static readonly int _Curve = Shader.PropertyToID("_Curve");

			// Token: 0x0400351E RID: 13598
			[Token(Token = "0x400351E")]
			internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");

			// Token: 0x0400351F RID: 13599
			[Token(Token = "0x400351F")]
			internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");

			// Token: 0x04003520 RID: 13600
			[Token(Token = "0x4003520")]
			internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");

			// Token: 0x04003521 RID: 13601
			[Token(Token = "0x4003521")]
			internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");

			// Token: 0x04003522 RID: 13602
			[Token(Token = "0x4003522")]
			internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");

			// Token: 0x04003523 RID: 13603
			[Token(Token = "0x4003523")]
			internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");

			// Token: 0x04003524 RID: 13604
			[Token(Token = "0x4003524")]
			internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
		}
	}
}
