using System;
using Cpp2IlInjected;

namespace UnityEngine.PostProcessing
{
	// Token: 0x02000565 RID: 1381
	[Token(Token = "0x2000565")]
	public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
	{
		// Token: 0x17000347 RID: 839
		// (get) Token: 0x06002FAF RID: 12207 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x17000347")]
		public override bool active
		{
			[Token(Token = "0x6002FAF")]
			[Address(RVA = "0x7B01E0", Offset = "0x7AF1E0", VA = "0x1807B01E0", Slot = "5")]
			get
			{
				throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
			}
		}

		// Token: 0x06002FB0 RID: 12208 RVA: 0x000020D3 File Offset: 0x000002D3
		[Token(Token = "0x6002FB0")]
		[Address(RVA = "0x7AF560", Offset = "0x7AE560", VA = "0x1807AF560")]
		public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
		{
			throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method.");
		}

		// Token: 0x06002FB1 RID: 12209 RVA: 0x00068484 File Offset: 0x00066684
		[Token(Token = "0x6002FB1")]
		[Address(RVA = "0x7B0150", Offset = "0x7AF150", VA = "0x1807B0150")]
		public BloomComponent()
		{
			RenderTexture[] array = new RenderTexture[16];
			this.m_BlurBuffer1 = array;
			RenderTexture[] array2 = new RenderTexture[16];
			this.m_BlurBuffer2 = array2;
			base..ctor();
		}

		// Token: 0x04003802 RID: 14338
		[Token(Token = "0x4003802")]
		private const int k_MaxPyramidBlurLevel = 16;

		// Token: 0x04003803 RID: 14339
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x4003803")]
		private readonly RenderTexture[] m_BlurBuffer1;

		// Token: 0x04003804 RID: 14340
		[FieldOffset(Offset = "0x28")]
		[Token(Token = "0x4003804")]
		private readonly RenderTexture[] m_BlurBuffer2;

		// Token: 0x02000566 RID: 1382
		[Token(Token = "0x2000566")]
		private static class Uniforms
		{
			// Token: 0x04003805 RID: 14341
			[Token(Token = "0x4003805")]
			internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");

			// Token: 0x04003806 RID: 14342
			[Token(Token = "0x4003806")]
			internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");

			// Token: 0x04003807 RID: 14343
			[Token(Token = "0x4003807")]
			internal static readonly int _Curve = Shader.PropertyToID("_Curve");

			// Token: 0x04003808 RID: 14344
			[Token(Token = "0x4003808")]
			internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");

			// Token: 0x04003809 RID: 14345
			[Token(Token = "0x4003809")]
			internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");

			// Token: 0x0400380A RID: 14346
			[Token(Token = "0x400380A")]
			internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");

			// Token: 0x0400380B RID: 14347
			[Token(Token = "0x400380B")]
			internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");

			// Token: 0x0400380C RID: 14348
			[Token(Token = "0x400380C")]
			internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");

			// Token: 0x0400380D RID: 14349
			[Token(Token = "0x400380D")]
			internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");

			// Token: 0x0400380E RID: 14350
			[Token(Token = "0x400380E")]
			internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
		}
	}
}
