using System;
using Cpp2IlInjected;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
	// Token: 0x0200060F RID: 1551
	[Token(Token = "0x200060F")]
	[ExecuteInEditMode]
	[RequireComponent(typeof(Camera))]
	[AddComponentMenu("Image Effects/Displacement/Fisheye")]
	public class Fisheye : PostEffectsBase
	{
		// Token: 0x060031D4 RID: 12756 RVA: 0x0006B970 File Offset: 0x00069B70
		[Token(Token = "0x60031D4")]
		[Address(RVA = "0x366F40", Offset = "0x365F40", VA = "0x180366F40", Slot = "4")]
		public override bool CheckResources()
		{
			int num = 0;
			bool flag = base.CheckSupport(num != 0);
			Material material = this.fisheyeMaterial;
			Shader shader = this.fishEyeShader;
			Material material2 = base.CheckShaderAndCreateMaterial(shader, material);
			this.fisheyeMaterial = material2;
			bool isSupported = this.isSupported;
			if (!isSupported)
			{
				base.ReportAutoDisable();
			}
			return isSupported;
		}

		// Token: 0x060031D5 RID: 12757 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x60031D5")]
		[Address(RVA = "0x366FA0", Offset = "0x365FA0", VA = "0x180366FA0")]
		private void OnRenderImage(RenderTexture source, RenderTexture destination)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x060031D6 RID: 12758 RVA: 0x0006B9BC File Offset: 0x00069BBC
		[Token(Token = "0x60031D6")]
		[Address(RVA = "0x367150", Offset = "0x366150", VA = "0x180367150")]
		public Fisheye()
		{
		}

		// Token: 0x04003BCF RID: 15311
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x4003BCF")]
		[Range(0f, 1.5f)]
		public float strengthX = 0.05f;

		// Token: 0x04003BD0 RID: 15312
		[FieldOffset(Offset = "0x2C")]
		[Token(Token = "0x4003BD0")]
		[Range(0f, 1.5f)]
		public float strengthY = 0.05f;

		// Token: 0x04003BD1 RID: 15313
		[FieldOffset(Offset = "0x30")]
		[Token(Token = "0x4003BD1")]
		public Shader fishEyeShader;

		// Token: 0x04003BD2 RID: 15314
		[FieldOffset(Offset = "0x38")]
		[Token(Token = "0x4003BD2")]
		private Material fisheyeMaterial;
	}
}
