Regenerated all the files
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@@ -11,22 +11,38 @@ using System;
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namespace BlendFile.DNA {
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using BlendFile;
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public class ShadowShaderFxData {
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[DNAFieldAttribute(0, "ShaderFxData", "shaderfx", 104)]
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public ShaderFxData shaderfx;
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[DNAFieldAttribute(1, "Object", "*object", 1160)]
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public Object ptr_object;
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[DNAFieldAttribute(2, "int", "offset[2]", 4)]
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public int[] offset = new System.Int32[2];
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[DNAFieldAttribute(3, "int", "flag", 4)]
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public int flag;
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[DNAFieldAttribute(4, "float", "shadow_rgba[4]", 4)]
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public float[] shadow_rgba = new System.Single[4];
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[DNAFieldAttribute(5, "float", "amplitude", 4)]
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public float amplitude;
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[DNAFieldAttribute(6, "float", "period", 4)]
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public float period;
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[DNAFieldAttribute(7, "float", "phase", 4)]
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public float phase;
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[DNAFieldAttribute(8, "int", "orientation", 4)]
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public int orientation;
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[DNAFieldAttribute(9, "float", "scale[2]", 4)]
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public float[] scale = new System.Single[2];
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[DNAFieldAttribute(10, "float", "rotation", 4)]
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public float rotation;
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[DNAFieldAttribute(11, "int", "blur[2]", 4)]
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public int[] blur = new System.Int32[2];
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[DNAFieldAttribute(12, "int", "samples", 4)]
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public int samples;
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[DNAFieldAttribute(13, "char", "_pad[4]", 1)]
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public char[] _pad = new System.Char[4];
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[DNAFieldAttribute(14, "ShaderFxData_Runtime", "runtime", 40)]
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public ShaderFxData_Runtime runtime;
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public ShadowShaderFxData(ShaderFxData shaderfx, Object ptr_object, int[] offset, int flag, float[] shadow_rgba, float amplitude, float period, float phase, int orientation, float[] scale, float rotation, int[] blur, int samples, char[] _pad, ShaderFxData_Runtime runtime) {
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this.shaderfx = shaderfx;
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