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namespace UnityEngine.PostProcessing;
public sealed class UserLutComponent : PostProcessingComponentRenderTexture<UserLutModel>
{
private static class Uniforms
{
internal static readonly int _UserLut = Shader.PropertyToID("_UserLut");
internal static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params");
}
public override bool active
{
get
{
UserLutModel.Settings settings = base.model.settings;
return base.model.enabled && settings.lut != null && settings.contribution > 0f && settings.lut.height == (int)Mathf.Sqrt(settings.lut.width) && !context.interrupted;
}
}
public override void Prepare(Material uberMaterial)
{
UserLutModel.Settings settings = base.model.settings;
uberMaterial.EnableKeyword("USER_LUT");
uberMaterial.SetTexture(Uniforms._UserLut, settings.lut);
uberMaterial.SetVector(Uniforms._UserLut_Params, new Vector4(1f / (float)settings.lut.width, 1f / (float)settings.lut.height, (float)settings.lut.height - 1f, settings.contribution));
}
public void OnGUI()
{
UserLutModel.Settings settings = base.model.settings;
Rect position = new Rect(context.viewport.x * (float)Screen.width + 8f, 8f, settings.lut.width, settings.lut.height);
GUI.DrawTexture(position, settings.lut);
}
}
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