using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x02000571 RID: 1393
	[Token(Token = "0x2000571")]
	public sealed class DitheringComponent : PostProcessingComponentRenderTexture<DitheringModel>
	{
		// Token: 0x1700034F RID: 847
		// (get) Token: 0x06002FEF RID: 12271 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x1700034F")]
		public override bool active
		{
			[Token(Token = "0x6002FEF")]
			[Address(RVA = "0x17E0BF0", Offset = "0x17DFBF0", VA = "0x1817E0BF0", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06002FF0 RID: 12272 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002FF0")]
		[Address(RVA = "0x17E0840", Offset = "0x17DF840", VA = "0x1817E0840", Slot = "7")]
		public override void OnDisable()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002FF1 RID: 12273 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002FF1")]
		[Address(RVA = "0x17E0700", Offset = "0x17DF700", VA = "0x1817E0700")]
		private void LoadNoiseTextures()
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002FF2 RID: 12274 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002FF2")]
		[Address(RVA = "0x17E0860", Offset = "0x17DF860", VA = "0x1817E0860", Slot = "10")]
		public override void Prepare(Material uberMaterial)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002FF3 RID: 12275 RVA: 0x00068970 File Offset: 0x00066B70
		[Token(Token = "0x6002FF3")]
		[Address(RVA = "0x17E0BB0", Offset = "0x17DFBB0", VA = "0x1817E0BB0")]
		public DitheringComponent()
		{
		}

		// Token: 0x0400384B RID: 14411
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x400384B")]
		private Texture2D[] noiseTextures;

		// Token: 0x0400384C RID: 14412
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x400384C")]
		private int textureIndex;

		// Token: 0x0400384D RID: 14413
		[Token(Token = "0x400384D")]
		private const int k_TextureCount = 64;

		// Token: 0x02000572 RID: 1394
		[Token(Token = "0x2000572")]
		private static class Uniforms
		{
			// Token: 0x0400384E RID: 14414
			[Token(Token = "0x400384E")]
			internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex");

			// Token: 0x0400384F RID: 14415
			[Token(Token = "0x400384F")]
			internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords");
		}
	}
}
