using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x02000588 RID: 1416
	[Token(Token = "0x2000588")]
	public sealed class VignetteComponent : PostProcessingComponentRenderTexture<VignetteModel>
	{
		// Token: 0x1700035B RID: 859
		// (get) Token: 0x06003044 RID: 12356 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x1700035B")]
		public override bool active
		{
			[Token(Token = "0x6003044")]
			[Address(RVA = "0x4B1B60", Offset = "0x4B0B60", VA = "0x1804B1B60", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06003045 RID: 12357 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6003045")]
		[Address(RVA = "0x4B1830", Offset = "0x4B0830", VA = "0x1804B1830", Slot = "10")]
		public override void Prepare(Material uberMaterial)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06003046 RID: 12358 RVA: 0x000693B4 File Offset: 0x000675B4
		[Token(Token = "0x6003046")]
		[Address(RVA = "0x4B1B20", Offset = "0x4B0B20", VA = "0x1804B1B20")]
		public VignetteComponent()
		{
		}

		// Token: 0x02000589 RID: 1417
		[Token(Token = "0x2000589")]
		private static class Uniforms
		{
			// Token: 0x040038DF RID: 14559
			[Token(Token = "0x40038DF")]
			internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");

			// Token: 0x040038E0 RID: 14560
			[Token(Token = "0x40038E0")]
			internal static readonly int _Vignette_Center = Shader.PropertyToID("_Vignette_Center");

			// Token: 0x040038E1 RID: 14561
			[Token(Token = "0x40038E1")]
			internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");

			// Token: 0x040038E2 RID: 14562
			[Token(Token = "0x40038E2")]
			internal static readonly int _Vignette_Mask = Shader.PropertyToID("_Vignette_Mask");

			// Token: 0x040038E3 RID: 14563
			[Token(Token = "0x40038E3")]
			internal static readonly int _Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity");
		}
	}
}
