using System; using Cpp2IlInjected; using RecRoom.Core.ImageEffects; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; // Token: 0x0200306D RID: 12397 [Token(Token = "0x200306D")] public class KBNDJFKFNEM : PostProcessEffectRenderer { // Token: 0x06014FE5 RID: 85989 RVA: 0x004E4D50 File Offset: 0x004E2F50 [Token(Token = "0x6014FE5")] [Address(RVA = "0x16F54E0", Offset = "0x16F44E0", VA = "0x1816F54E0", Slot = "8")] public override void Render(PostProcessRenderContext LHOMKMINCHH) { PropertySheetFactory k__BackingField = LHOMKMINCHH.k__BackingField; Shader shader = Shader.Find("Hidden/AG/ComfortSettingsRenderer"); PropertySheet propertySheet = k__BackingField.Get(shader); MaterialPropertyBlock k__BackingField = propertySheet.k__BackingField; Camera camera = LHOMKMINCHH.m_Camera; int ikjgniglfbm = KBNDJFKFNEM.LDGBAJOFEPH.IKJGNIGLFBM; float stereoSeparation = camera.stereoSeparation; k__BackingField.SetFloatImpl(ikjgniglfbm, stereoSeparation); MaterialPropertyBlock k__BackingField2 = propertySheet.k__BackingField; int nmlipapjnei = KBNDJFKFNEM.LDGBAJOFEPH.NMLIPAPJNEI; k__BackingField2.SetFloatImpl(nmlipapjnei, stereoSeparation); MaterialPropertyBlock k__BackingField3 = propertySheet.k__BackingField; int fmlbakhgdmd = KBNDJFKFNEM.LDGBAJOFEPH.FMLBAKHGDMD; k__BackingField3.SetFloatImpl(fmlbakhgdmd, stereoSeparation); MaterialPropertyBlock k__BackingField4 = propertySheet.k__BackingField; int hangfimjcll = KBNDJFKFNEM.LDGBAJOFEPH.HANGFIMJCLL; k__BackingField4.SetFloatImpl(hangfimjcll, stereoSeparation); MaterialPropertyBlock k__BackingField5 = propertySheet.k__BackingField; MaterialPropertyBlock k__BackingField6 = propertySheet.k__BackingField; int icodapdehac = KBNDJFKFNEM.LDGBAJOFEPH.ICODAPDEHAC; k__BackingField6.SetFloatImpl(icodapdehac, stereoSeparation); MaterialPropertyBlock k__BackingField7 = propertySheet.k__BackingField; int jmogglmfmig = KBNDJFKFNEM.LDGBAJOFEPH.JMOGGLMFMIG; k__BackingField7.SetFloatImpl(jmogglmfmig, 1f); MaterialPropertyBlock k__BackingField8 = propertySheet.k__BackingField; int bonkpmghkhc = KBNDJFKFNEM.LDGBAJOFEPH.BONKPMGHKHC; k__BackingField8.SetFloatImpl(bonkpmghkhc, 1f); CommandBuffer k__BackingField = LHOMKMINCHH.k__BackingField; RenderTargetIdentifier k__BackingField = LHOMKMINCHH.k__BackingField; IntPtr bufferPointer = LHOMKMINCHH.k__BackingField.m_BufferPointer; RenderTargetIdentifier k__BackingField = LHOMKMINCHH.k__BackingField; IntPtr bufferPointer2 = LHOMKMINCHH.k__BackingField.m_BufferPointer; } // Token: 0x06014FE6 RID: 85990 RVA: 0x004E4E8C File Offset: 0x004E308C [Token(Token = "0x6014FE6")] [Address(RVA = "0x16F5920", Offset = "0x16F4920", VA = "0x1816F5920")] public KBNDJFKFNEM() { } // Token: 0x0200306E RID: 12398 [Token(Token = "0x200306E")] private static class LDGBAJOFEPH { // Token: 0x0400DD7F RID: 56703 [Token(Token = "0x400DD7F")] public static readonly int IKJGNIGLFBM = Shader.PropertyToID("_stereoSeparation"); // Token: 0x0400DD80 RID: 56704 [Token(Token = "0x400DD80")] public static readonly int NMLIPAPJNEI = Shader.PropertyToID("_vignettePower"); // Token: 0x0400DD81 RID: 56705 [Token(Token = "0x400DD81")] public static readonly int FMLBAKHGDMD = Shader.PropertyToID("_vignetteSquareness"); // Token: 0x0400DD82 RID: 56706 [Token(Token = "0x400DD82")] public static readonly int HANGFIMJCLL = Shader.PropertyToID("_vignetteSmoothness"); // Token: 0x0400DD83 RID: 56707 [Token(Token = "0x400DD83")] public static readonly int DPAAENKHKKG = Shader.PropertyToID("_vignetteColor"); // Token: 0x0400DD84 RID: 56708 [Token(Token = "0x400DD84")] public static readonly int ICODAPDEHAC = Shader.PropertyToID("_grayscale"); // Token: 0x0400DD85 RID: 56709 [Token(Token = "0x400DD85")] public static readonly int JMOGGLMFMIG = Shader.PropertyToID("_fade"); // Token: 0x0400DD86 RID: 56710 [Token(Token = "0x400DD86")] public static readonly int BONKPMGHKHC = Shader.PropertyToID("_aspect"); } }