using System;
using UnityEngine;

namespace LOS
{
	// Token: 0x0200010A RID: 266
	public class Shaders
	{
		// Token: 0x17000035 RID: 53
		// (get) Token: 0x06001616 RID: 5654 RVA: 0x0019D3A6 File Offset: 0x0019B5A6
		public static Shader Depth
		{
			get
			{
				if (Shaders.m_Depth == null)
				{
					Shaders.m_Depth = Shaders.LoadShader("Shaders/LOSDepth");
				}
				return Shaders.m_Depth;
			}
		}

		// Token: 0x17000036 RID: 54
		// (get) Token: 0x06001617 RID: 5655 RVA: 0x0019D3C9 File Offset: 0x0019B5C9
		public static Shader DepthCone
		{
			get
			{
				if (Shaders.m_DepthCone == null)
				{
					Shaders.m_DepthCone = Shaders.LoadShader("Shaders/LOSDepthCone");
				}
				return Shaders.m_DepthCone;
			}
		}

		// Token: 0x06001618 RID: 5656 RVA: 0x0019D3EC File Offset: 0x0019B5EC
		public static void DestroyResources()
		{
			Shaders.m_Depth = null;
			Shaders.m_DepthCone = null;
		}

		// Token: 0x06001619 RID: 5657 RVA: 0x0019D3FA File Offset: 0x0019B5FA
		private static Shader LoadShader(string shaderResource)
		{
			return Resources.Load(shaderResource, typeof(Shader)) as Shader;
		}

		// Token: 0x0600161A RID: 5658 RVA: 0x0019D411 File Offset: 0x0019B611
		public static bool CheckShader(Shader shader)
		{
			return shader != null && shader.isSupported;
		}

		// Token: 0x0400262C RID: 9772
		private const string DepthShaderPath = "Shaders/LOSDepth";

		// Token: 0x0400262D RID: 9773
		private const string DepthRGBAShaderPath = "Shaders/LOSDepthRGBA";

		// Token: 0x0400262E RID: 9774
		private const string DepthShaderPathCone = "Shaders/LOSDepthCone";

		// Token: 0x0400262F RID: 9775
		private static Shader m_Depth;

		// Token: 0x04002630 RID: 9776
		private static Shader m_DepthCone;
	}
}
