using System;
using Cpp2IlInjected;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
	// Token: 0x020005EA RID: 1514
	[Token(Token = "0x20005EA")]
	[ExecuteInEditMode]
	[RequireComponent(typeof(Camera))]
	[AddComponentMenu("Image Effects/Other/Antialiasing")]
	public class Antialiasing : PostEffectsBase
	{
		// Token: 0x06003164 RID: 12644 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6003164")]
		[Address(RVA = "0xDB34A0", Offset = "0xDB24A0", VA = "0x180DB34A0")]
		public Material CurrentAAMaterial()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06003165 RID: 12645 RVA: 0x0006A840 File Offset: 0x00068A40
		[Token(Token = "0x6003165")]
		[Address(RVA = "0xDB3320", Offset = "0xDB2320", VA = "0x180DB3320", Slot = "4")]
		public override bool CheckResources()
		{
			int num = 0;
			bool flag = base.CheckSupport(num != 0);
			Material material = this.materialFXAAPreset2;
			Shader shader = this.shaderFXAAPreset2;
			Material material2 = base.CreateMaterial(shader, material);
			this.materialFXAAPreset2 = material2;
			Material material3 = this.materialFXAAPreset3;
			Shader shader2 = this.shaderFXAAPreset3;
			Material material4 = base.CreateMaterial(shader2, material3);
			this.materialFXAAPreset3 = material4;
			Material material5 = this.materialFXAAII;
			Shader shader3 = this.shaderFXAAII;
			Material material6 = base.CreateMaterial(shader3, material5);
			this.materialFXAAII = material6;
			Material material7 = this.materialFXAAIII;
			Shader shader4 = this.shaderFXAAIII;
			Material material8 = base.CreateMaterial(shader4, material7);
			this.materialFXAAIII = material8;
			Material material9 = this.nfaa;
			Shader shader5 = this.nfaaShader;
			Material material10 = base.CreateMaterial(shader5, material9);
			this.nfaa = material10;
			Material material11 = this.ssaa;
			Shader shader6 = this.ssaaShader;
			Material material12 = base.CreateMaterial(shader6, material11);
			this.ssaa = material12;
			Material material13 = this.dlaa;
			Shader shader7 = this.dlaaShader;
			Material material14 = base.CreateMaterial(shader7, material13);
			this.dlaa = material14;
			if (!this.ssaaShader.isSupported)
			{
				base.NotSupported();
				base.ReportAutoDisable();
			}
			return this.isSupported;
		}

		// Token: 0x06003166 RID: 12646 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6003166")]
		[Address(RVA = "0xDB3510", Offset = "0xDB2510", VA = "0x180DB3510")]
		public void OnRenderImage(RenderTexture source, RenderTexture destination)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06003167 RID: 12647 RVA: 0x0006A978 File Offset: 0x00068B78
		[Token(Token = "0x6003167")]
		[Address(RVA = "0xDB3A50", Offset = "0xDB2A50", VA = "0x180DB3A50")]
		public Antialiasing()
		{
		}

		// Token: 0x04003A71 RID: 14961
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x4003A71")]
		public AAMode mode = (AAMode)((ulong)1L);

		// Token: 0x04003A72 RID: 14962
		[FieldOffset(Offset = "0x2C")]
		[Token(Token = "0x4003A72")]
		public bool showGeneratedNormals;

		// Token: 0x04003A73 RID: 14963
		[FieldOffset(Offset = "0x30")]
		[Token(Token = "0x4003A73")]
		public float offsetScale = 0.2f;

		// Token: 0x04003A74 RID: 14964
		[FieldOffset(Offset = "0x34")]
		[Token(Token = "0x4003A74")]
		public float blurRadius = 18f;

		// Token: 0x04003A75 RID: 14965
		[FieldOffset(Offset = "0x38")]
		[Token(Token = "0x4003A75")]
		public float edgeThresholdMin = 0.05f;

		// Token: 0x04003A76 RID: 14966
		[FieldOffset(Offset = "0x3C")]
		[Token(Token = "0x4003A76")]
		public float edgeThreshold = 0.2f;

		// Token: 0x04003A77 RID: 14967
		[FieldOffset(Offset = "0x40")]
		[Token(Token = "0x4003A77")]
		public float edgeSharpness = 4f;

		// Token: 0x04003A78 RID: 14968
		[FieldOffset(Offset = "0x44")]
		[Token(Token = "0x4003A78")]
		public bool dlaaSharp;

		// Token: 0x04003A79 RID: 14969
		[FieldOffset(Offset = "0x48")]
		[Token(Token = "0x4003A79")]
		public Shader ssaaShader;

		// Token: 0x04003A7A RID: 14970
		[FieldOffset(Offset = "0x50")]
		[Token(Token = "0x4003A7A")]
		private Material ssaa;

		// Token: 0x04003A7B RID: 14971
		[FieldOffset(Offset = "0x58")]
		[Token(Token = "0x4003A7B")]
		public Shader dlaaShader;

		// Token: 0x04003A7C RID: 14972
		[FieldOffset(Offset = "0x60")]
		[Token(Token = "0x4003A7C")]
		private Material dlaa;

		// Token: 0x04003A7D RID: 14973
		[FieldOffset(Offset = "0x68")]
		[Token(Token = "0x4003A7D")]
		public Shader nfaaShader;

		// Token: 0x04003A7E RID: 14974
		[FieldOffset(Offset = "0x70")]
		[Token(Token = "0x4003A7E")]
		private Material nfaa;

		// Token: 0x04003A7F RID: 14975
		[FieldOffset(Offset = "0x78")]
		[Token(Token = "0x4003A7F")]
		public Shader shaderFXAAPreset2;

		// Token: 0x04003A80 RID: 14976
		[FieldOffset(Offset = "0x80")]
		[Token(Token = "0x4003A80")]
		private Material materialFXAAPreset2;

		// Token: 0x04003A81 RID: 14977
		[FieldOffset(Offset = "0x88")]
		[Token(Token = "0x4003A81")]
		public Shader shaderFXAAPreset3;

		// Token: 0x04003A82 RID: 14978
		[FieldOffset(Offset = "0x90")]
		[Token(Token = "0x4003A82")]
		private Material materialFXAAPreset3;

		// Token: 0x04003A83 RID: 14979
		[FieldOffset(Offset = "0x98")]
		[Token(Token = "0x4003A83")]
		public Shader shaderFXAAII;

		// Token: 0x04003A84 RID: 14980
		[FieldOffset(Offset = "0xA0")]
		[Token(Token = "0x4003A84")]
		private Material materialFXAAII;

		// Token: 0x04003A85 RID: 14981
		[FieldOffset(Offset = "0xA8")]
		[Token(Token = "0x4003A85")]
		public Shader shaderFXAAIII;

		// Token: 0x04003A86 RID: 14982
		[FieldOffset(Offset = "0xB0")]
		[Token(Token = "0x4003A86")]
		private Material materialFXAAIII;
	}
}
