scripts
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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// Token: 0x02000079 RID: 121
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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internal class PostEffectsHelper : MonoBehaviour
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{
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// Token: 0x0600016B RID: 363 RVA: 0x0000F6D5 File Offset: 0x0000DAD5
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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Debug.Log("OnRenderImage in Helper called ...");
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}
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// Token: 0x0600016C RID: 364 RVA: 0x0000F6E4 File Offset: 0x0000DAE4
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private static void DrawLowLevelPlaneAlignedWithCamera(float dist, RenderTexture source, RenderTexture dest, Material material, Camera cameraForProjectionMatrix)
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{
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RenderTexture.active = dest;
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material.SetTexture("_MainTex", source);
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bool flag = true;
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix);
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float num = cameraForProjectionMatrix.fieldOfView * 0.5f * 0.017453292f;
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float num2 = Mathf.Cos(num) / Mathf.Sin(num);
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float aspect = cameraForProjectionMatrix.aspect;
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float num3 = aspect / -num2;
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float num4 = aspect / num2;
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float num5 = 1f / -num2;
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float num6 = 1f / num2;
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float num7 = 1f;
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num3 *= dist * num7;
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num4 *= dist * num7;
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num5 *= dist * num7;
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num6 *= dist * num7;
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float num8 = -dist;
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for (int i = 0; i < material.passCount; i++)
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{
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material.SetPass(i);
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GL.Begin(7);
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float num9;
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float num10;
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if (flag)
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{
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num9 = 1f;
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num10 = 0f;
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}
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else
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{
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num9 = 0f;
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num10 = 1f;
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}
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GL.TexCoord2(0f, num9);
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GL.Vertex3(num3, num5, num8);
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GL.TexCoord2(1f, num9);
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GL.Vertex3(num4, num5, num8);
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GL.TexCoord2(1f, num10);
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GL.Vertex3(num4, num6, num8);
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GL.TexCoord2(0f, num10);
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GL.Vertex3(num3, num6, num8);
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GL.End();
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}
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GL.PopMatrix();
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}
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// Token: 0x0600016D RID: 365 RVA: 0x0000F84C File Offset: 0x0000DC4C
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private static void DrawBorder(RenderTexture dest, Material material)
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{
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RenderTexture.active = dest;
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bool flag = true;
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GL.PushMatrix();
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GL.LoadOrtho();
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for (int i = 0; i < material.passCount; i++)
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{
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material.SetPass(i);
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float num;
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float num2;
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if (flag)
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{
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num = 1f;
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num2 = 0f;
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}
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else
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{
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num = 0f;
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num2 = 1f;
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}
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float num3 = 0f;
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float num4 = 1f / ((float)dest.width * 1f);
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float num5 = 0f;
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float num6 = 1f;
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GL.Begin(7);
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GL.TexCoord2(0f, num);
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GL.Vertex3(num3, num5, 0.1f);
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GL.TexCoord2(1f, num);
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GL.Vertex3(num4, num5, 0.1f);
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GL.TexCoord2(1f, num2);
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GL.Vertex3(num4, num6, 0.1f);
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GL.TexCoord2(0f, num2);
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GL.Vertex3(num3, num6, 0.1f);
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num3 = 1f - 1f / ((float)dest.width * 1f);
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num4 = 1f;
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num5 = 0f;
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num6 = 1f;
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GL.TexCoord2(0f, num);
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GL.Vertex3(num3, num5, 0.1f);
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GL.TexCoord2(1f, num);
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GL.Vertex3(num4, num5, 0.1f);
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GL.TexCoord2(1f, num2);
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GL.Vertex3(num4, num6, 0.1f);
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GL.TexCoord2(0f, num2);
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GL.Vertex3(num3, num6, 0.1f);
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num3 = 0f;
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num4 = 1f;
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num5 = 0f;
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num6 = 1f / ((float)dest.height * 1f);
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GL.TexCoord2(0f, num);
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GL.Vertex3(num3, num5, 0.1f);
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GL.TexCoord2(1f, num);
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GL.Vertex3(num4, num5, 0.1f);
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GL.TexCoord2(1f, num2);
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GL.Vertex3(num4, num6, 0.1f);
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GL.TexCoord2(0f, num2);
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GL.Vertex3(num3, num6, 0.1f);
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num3 = 0f;
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num4 = 1f;
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num5 = 1f - 1f / ((float)dest.height * 1f);
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num6 = 1f;
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GL.TexCoord2(0f, num);
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GL.Vertex3(num3, num5, 0.1f);
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GL.TexCoord2(1f, num);
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GL.Vertex3(num4, num5, 0.1f);
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GL.TexCoord2(1f, num2);
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GL.Vertex3(num4, num6, 0.1f);
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GL.TexCoord2(0f, num2);
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GL.Vertex3(num3, num6, 0.1f);
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GL.End();
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}
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GL.PopMatrix();
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}
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// Token: 0x0600016E RID: 366 RVA: 0x0000FAEC File Offset: 0x0000DEEC
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private static void DrawLowLevelQuad(float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material)
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{
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RenderTexture.active = dest;
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material.SetTexture("_MainTex", source);
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bool flag = true;
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GL.PushMatrix();
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GL.LoadOrtho();
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for (int i = 0; i < material.passCount; i++)
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{
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material.SetPass(i);
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GL.Begin(7);
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float num;
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float num2;
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if (flag)
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{
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num = 1f;
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num2 = 0f;
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}
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else
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{
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num = 0f;
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num2 = 1f;
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}
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GL.TexCoord2(0f, num);
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GL.Vertex3(x1, y1, 0.1f);
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GL.TexCoord2(1f, num);
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GL.Vertex3(x2, y1, 0.1f);
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GL.TexCoord2(1f, num2);
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GL.Vertex3(x2, y2, 0.1f);
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GL.TexCoord2(0f, num2);
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GL.Vertex3(x1, y2, 0.1f);
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GL.End();
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}
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GL.PopMatrix();
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}
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}
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}
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