//------------------------------------------------------------------------------ // // 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(625, "NodeGlare")] public struct NodeGlare { [DNAFieldAttribute(0, "char", "quality", "char", 1, false)] public char quality; [DNAFieldAttribute(1, "char", "type", "char", 1, false)] public char type; [DNAFieldAttribute(2, "char", "iter", "char", 1, false)] public char iter; [DNAFieldAttribute(3, "char", "angle", "char", 1, false)] public char angle; [DNAFieldAttribute(4, "char", "_pad0", "char", 1, false)] public char _pad0; [DNAFieldAttribute(5, "char", "size", "char", 1, false)] public char size; [DNAFieldAttribute(6, "char", "star_45", "char", 1, false)] public char star_45; [DNAFieldAttribute(7, "char", "streaks", "char", 1, false)] public char streaks; [DNAFieldAttribute(8, "float", "colmod", "float", 4, false)] public float colmod; [DNAFieldAttribute(9, "float", "mix", "float", 4, false)] public float mix; [DNAFieldAttribute(10, "float", "threshold", "float", 4, false)] public float threshold; [DNAFieldAttribute(11, "float", "fade", "float", 4, false)] public float fade; [DNAFieldAttribute(12, "float", "angle_ofs", "float", 4, false)] public float angle_ofs; [DNAFieldAttribute(13, "char", "_pad1[4]", "System.Char[]", 4, false)] public char[] _pad1 = new System.Char[4]; public NodeGlare() { this.quality = default; this.type = default; this.iter = default; this.angle = default; this._pad0 = default; this.size = default; this.star_45 = default; this.streaks = default; this.colmod = default; this.mix = default; this.threshold = default; this.fade = default; this.angle_ofs = default; this._pad1 = default; } public NodeGlare(char quality, char type, char iter, char angle, char _pad0, char size, char star_45, char streaks, float colmod, float mix, float threshold, float fade, float angle_ofs, char[] _pad1) { this.quality = quality; this.type = type; this.iter = iter; this.angle = angle; this._pad0 = _pad0; this.size = size; this.star_45 = star_45; this.streaks = streaks; this.colmod = colmod; this.mix = mix; this.threshold = threshold; this.fade = fade; this.angle_ofs = angle_ofs; this._pad1 = _pad1; } } }