using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x02000579 RID: 1401
	[Token(Token = "0x2000579")]
	public sealed class GrainComponent : PostProcessingComponentRenderTexture<GrainModel>
	{
		// Token: 0x17000353 RID: 851
		// (get) Token: 0x06003009 RID: 12297 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x17000353")]
		public override bool active
		{
			[Token(Token = "0x6003009")]
			[Address(RVA = "0x16425C0", Offset = "0x16415C0", VA = "0x1816425C0", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x0600300A RID: 12298 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x600300A")]
		[Address(RVA = "0xB99970", Offset = "0xB98970", VA = "0x180B99970", Slot = "7")]
		public override void OnDisable()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x0600300B RID: 12299 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x600300B")]
		[Address(RVA = "0x16420E0", Offset = "0x16410E0", VA = "0x1816420E0", Slot = "10")]
		public override void Prepare(Material uberMaterial)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x0600300C RID: 12300 RVA: 0x00068BC8 File Offset: 0x00066DC8
		[Token(Token = "0x600300C")]
		[Address(RVA = "0x1642580", Offset = "0x1641580", VA = "0x181642580")]
		public GrainComponent()
		{
		}

		// Token: 0x04003869 RID: 14441
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x4003869")]
		private RenderTexture m_GrainLookupRT;

		// Token: 0x0200057A RID: 1402
		[Token(Token = "0x200057A")]
		private static class Uniforms
		{
			// Token: 0x0400386A RID: 14442
			[Token(Token = "0x400386A")]
			internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1");

			// Token: 0x0400386B RID: 14443
			[Token(Token = "0x400386B")]
			internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2");

			// Token: 0x0400386C RID: 14444
			[Token(Token = "0x400386C")]
			internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex");

			// Token: 0x0400386D RID: 14445
			[Token(Token = "0x400386D")]
			internal static readonly int _Phase = Shader.PropertyToID("_Phase");
		}
	}
}
