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using System;
using UnityEngine;
internal class XGausBlur : XImageEffectBase
{
public int iterations = 3;
public float blurSpread = 0.6f;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
int num = source.width / 4;
int num2 = source.height / 4;
RenderTexture renderTexture = RenderTexture.GetTemporary(num, num2, 0);
this.DownSample4x(source, renderTexture);
for (int i = 0; i < this.iterations; i++)
{
RenderTexture temporary = RenderTexture.GetTemporary(num, num2, 0);
this.FourTapCone(renderTexture, temporary, i);
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = temporary;
}
Graphics.Blit(renderTexture, destination);
RenderTexture.ReleaseTemporary(renderTexture);
}
public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
{
float num = 0.5f + (float)iteration * this.blurSpread;
Graphics.BlitMultiTap(source, dest, base.material, new Vector2[]
{
new Vector2(-num, -num),
new Vector2(-num, num),
new Vector2(num, num),
new Vector2(num, -num)
});
}
private void DownSample4x(RenderTexture source, RenderTexture dest)
{
float num = 1f;
Graphics.BlitMultiTap(source, dest, base.material, new Vector2[]
{
new Vector2(-num, -num),
new Vector2(-num, num),
new Vector2(num, num),
new Vector2(num, -num)
});
}
}
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