using System;
using Cpp2IlInjected;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
	// Token: 0x02000615 RID: 1557
	[Token(Token = "0x2000615")]
	[ExecuteInEditMode]
	[AddComponentMenu("Image Effects/Noise/Noise And Grain (Filmic)")]
	[RequireComponent(typeof(Camera))]
	public class NoiseAndGrain : PostEffectsBase
	{
		// Token: 0x060031E8 RID: 12776 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x60031E8")]
		[Address(RVA = "0xF1D7F0", Offset = "0xF1C7F0", VA = "0x180F1D7F0", Slot = "4")]
		public override bool CheckResources()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x060031E9 RID: 12777 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x60031E9")]
		[Address(RVA = "0xF1DC80", Offset = "0xF1CC80", VA = "0x180F1DC80")]
		private void OnRenderImage(RenderTexture source, RenderTexture destination)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x060031EA RID: 12778 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x60031EA")]
		[Address(RVA = "0xF1D890", Offset = "0xF1C890", VA = "0x180F1D890")]
		private static void DrawNoiseQuadGrid(RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x060031EB RID: 12779 RVA: 0x0006BBA4 File Offset: 0x00069DA4
		[Token(Token = "0x60031EB")]
		[Address(RVA = "0xF1E610", Offset = "0xF1D610", VA = "0x180F1E610")]
		public NoiseAndGrain()
		{
			ulong num;
			this.intensities.z = (float)num;
			ulong num2;
			this.tiling.z = (float)num2;
			this.intensityMultiplier = 0.25f;
			this.generalIntensity = 0.5f;
			this.blackIntensity = 1f;
			this.whiteIntensity = 1f;
			this.midGrey = 0.2f;
			this.monochromeTiling = 64f;
			this.filterMode = (FilterMode)((ulong)1L);
			base..ctor();
		}

		// Token: 0x04003BE3 RID: 15331
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x4003BE3")]
		public float intensityMultiplier;

		// Token: 0x04003BE4 RID: 15332
		[FieldOffset(Offset = "0x2C")]
		[Token(Token = "0x4003BE4")]
		public float generalIntensity;

		// Token: 0x04003BE5 RID: 15333
		[FieldOffset(Offset = "0x30")]
		[Token(Token = "0x4003BE5")]
		public float blackIntensity;

		// Token: 0x04003BE6 RID: 15334
		[FieldOffset(Offset = "0x34")]
		[Token(Token = "0x4003BE6")]
		public float whiteIntensity;

		// Token: 0x04003BE7 RID: 15335
		[FieldOffset(Offset = "0x38")]
		[Token(Token = "0x4003BE7")]
		public float midGrey;

		// Token: 0x04003BE8 RID: 15336
		[FieldOffset(Offset = "0x3C")]
		[Token(Token = "0x4003BE8")]
		public bool dx11Grain;

		// Token: 0x04003BE9 RID: 15337
		[FieldOffset(Offset = "0x40")]
		[Token(Token = "0x4003BE9")]
		public float softness;

		// Token: 0x04003BEA RID: 15338
		[FieldOffset(Offset = "0x44")]
		[Token(Token = "0x4003BEA")]
		public bool monochrome;

		// Token: 0x04003BEB RID: 15339
		[FieldOffset(Offset = "0x48")]
		[Token(Token = "0x4003BEB")]
		public Vector3 intensities;

		// Token: 0x04003BEC RID: 15340
		[FieldOffset(Offset = "0x54")]
		[Token(Token = "0x4003BEC")]
		public Vector3 tiling;

		// Token: 0x04003BED RID: 15341
		[FieldOffset(Offset = "0x60")]
		[Token(Token = "0x4003BED")]
		public float monochromeTiling;

		// Token: 0x04003BEE RID: 15342
		[FieldOffset(Offset = "0x64")]
		[Token(Token = "0x4003BEE")]
		public FilterMode filterMode;

		// Token: 0x04003BEF RID: 15343
		[FieldOffset(Offset = "0x68")]
		[Token(Token = "0x4003BEF")]
		public Texture2D noiseTexture;

		// Token: 0x04003BF0 RID: 15344
		[FieldOffset(Offset = "0x70")]
		[Token(Token = "0x4003BF0")]
		public Shader noiseShader;

		// Token: 0x04003BF1 RID: 15345
		[FieldOffset(Offset = "0x78")]
		[Token(Token = "0x4003BF1")]
		private Material noiseMaterial;

		// Token: 0x04003BF2 RID: 15346
		[FieldOffset(Offset = "0x80")]
		[Token(Token = "0x4003BF2")]
		public Shader dx11NoiseShader;

		// Token: 0x04003BF3 RID: 15347
		[FieldOffset(Offset = "0x88")]
		[Token(Token = "0x4003BF3")]
		private Material dx11NoiseMaterial;

		// Token: 0x04003BF4 RID: 15348
		[Token(Token = "0x4003BF4")]
		private static float TILE_AMOUNT;
	}
}
