public Vector3 GetFlowDirection(Vector2 posUV) { if (Object.op_Equality((Object)TerrainMeta.WaterMap, (Object)null)) { return(Vector3.get_zero()); } Vector3 normalFast = TerrainMeta.WaterMap.GetNormalFast(posUV); float num = Mathf.Clamp01(Mathf.Abs((float)normalFast.y)); normalFast.y = (__Null)0.0; Vector3Ex.FastRenormalize(normalFast, num); return(normalFast); }