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