using System; using System.Runtime.InteropServices; using Cpp2IlInjected; using UnityEngine; namespace VRPanorama { // Token: 0x0200076E RID: 1902 [Token(Token = "0x200076E")] [RequireComponent(typeof(VRCapture))] [StructLayout(3)] public class VRCompositor : MonoBehaviour { // Token: 0x060036CE RID: 14030 RVA: 0x000E6414 File Offset: 0x000E4614 [Token(Token = "0x60036CE")] [Address(RVA = "0x1A12590", Offset = "0x1A10F90", VA = "0x181A12590")] private void Awake() { Camera component = base.gameObject.GetComponent(); Camera[] array = this.cameraLayers; int num = 0; this.PLGAGEFDFLM = component; if (num < array.Length) { array[num].fieldOfView = 100f; this.cameraLayers[num].renderingPath = RenderingPath.DeferredShading; Camera[] array2 = this.cameraLayers; num++; } } // Token: 0x060036CF RID: 14031 RVA: 0x000E647C File Offset: 0x000E467C [Token(Token = "0x60036CF")] [Address(RVA = "0x1A126A0", Offset = "0x1A110A0", VA = "0x181A126A0")] private void Update() { RenderTexture targetTexture = this.PLGAGEFDFLM.targetTexture; Camera[] array = this.cameraLayers; int num = 0; this.IFPIIIGBLPL = targetTexture; if (num < array.Length) { Camera camera = array[num]; RenderTexture ifpiiigblpl = this.IFPIIIGBLPL; camera.targetTexture = ifpiiigblpl; this.cameraLayers[num].Render(); Camera[] array2 = this.cameraLayers; num++; } } // Token: 0x060036D0 RID: 14032 RVA: 0x000E64EC File Offset: 0x000E46EC [Token(Token = "0x60036D0")] [Address(RVA = "0x3C1210", Offset = "0x3BFC10", VA = "0x1803C1210")] public VRCompositor() { } // Token: 0x04002EFA RID: 12026 [global::Cpp2IlInjected.FieldOffset(Offset = "0x18")] [Token(Token = "0x4002EFA")] private RenderTexture IFPIIIGBLPL; // Token: 0x04002EFB RID: 12027 [global::Cpp2IlInjected.FieldOffset(Offset = "0x20")] [Token(Token = "0x4002EFB")] private Camera PLGAGEFDFLM; // Token: 0x04002EFC RID: 12028 [global::Cpp2IlInjected.FieldOffset(Offset = "0x28")] [Token(Token = "0x4002EFC")] public Camera[] cameraLayers; } }