//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(920, "GlowShaderFxData")] public struct GlowShaderFxData { [DNAFieldAttribute(0, "ShaderFxData", "shaderfx", 104)] public ShaderFxData shaderfx; [DNAFieldAttribute(1, "float", "glow_color[4]", 4)] public float[] glow_color = new System.Single[4]; [DNAFieldAttribute(2, "float", "select_color[3]", 4)] public float[] select_color = new System.Single[3]; [DNAFieldAttribute(3, "float", "threshold", 4)] public float threshold; [DNAFieldAttribute(4, "int", "flag", 4)] public int flag; [DNAFieldAttribute(5, "int", "mode", 4)] public int mode; [DNAFieldAttribute(6, "float", "blur[2]", 4)] public float[] blur = new System.Single[2]; [DNAFieldAttribute(7, "int", "samples", 4)] public int samples; [DNAFieldAttribute(8, "float", "rotation", 4)] public float rotation; [DNAFieldAttribute(9, "int", "blend_mode", 4)] public int blend_mode; [DNAFieldAttribute(10, "char", "_pad[4]", 1)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(11, "ShaderFxData_Runtime", "runtime", 40)] public ShaderFxData_Runtime runtime; public GlowShaderFxData() { this.shaderfx = default; this.glow_color = default; this.select_color = default; this.threshold = default; this.flag = default; this.mode = default; this.blur = default; this.samples = default; this.rotation = default; this.blend_mode = default; this._pad = default; this.runtime = default; } public GlowShaderFxData(ShaderFxData shaderfx, float[] glow_color, float[] select_color, float threshold, int flag, int mode, float[] blur, int samples, float rotation, int blend_mode, char[] _pad, ShaderFxData_Runtime runtime) { this.shaderfx = shaderfx; this.glow_color = glow_color; this.select_color = select_color; this.threshold = threshold; this.flag = flag; this.mode = mode; this.blur = blur; this.samples = samples; this.rotation = rotation; this.blend_mode = blend_mode; this._pad = _pad; this.runtime = runtime; } } }