using System; using Cpp2IlInjected; using UnityEngine.Bindings; namespace UnityEngine { // Token: 0x0200007D RID: 125 [Token(Token = "0x200007D")] [VisibleToOtherModules] internal struct Internal_DrawTextureArguments { // Token: 0x04000135 RID: 309 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000135")] public Rect screenRect; // Token: 0x04000136 RID: 310 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000136")] public Rect sourceRect; // Token: 0x04000137 RID: 311 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4000137")] public int leftBorder; // Token: 0x04000138 RID: 312 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4000138")] public int rightBorder; // Token: 0x04000139 RID: 313 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000139")] public int topBorder; // Token: 0x0400013A RID: 314 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400013A")] public int bottomBorder; // Token: 0x0400013B RID: 315 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400013B")] public Color leftBorderColor; // Token: 0x0400013C RID: 316 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400013C")] public Color rightBorderColor; // Token: 0x0400013D RID: 317 [FieldOffset(Offset = "0x50")] [Token(Token = "0x400013D")] public Color topBorderColor; // Token: 0x0400013E RID: 318 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400013E")] public Color bottomBorderColor; // Token: 0x0400013F RID: 319 [FieldOffset(Offset = "0x70")] [Token(Token = "0x400013F")] public Color color; // Token: 0x04000140 RID: 320 [FieldOffset(Offset = "0x80")] [Token(Token = "0x4000140")] public Vector4 borderWidths; // Token: 0x04000141 RID: 321 [FieldOffset(Offset = "0x90")] [Token(Token = "0x4000141")] public Vector4 cornerRadiuses; // Token: 0x04000142 RID: 322 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x4000142")] public bool smoothCorners; // Token: 0x04000143 RID: 323 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x4000143")] public int pass; // Token: 0x04000144 RID: 324 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x4000144")] public Texture texture; // Token: 0x04000145 RID: 325 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x4000145")] public Material mat; } }