//------------------------------------------------------------------------------ // // 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(923, "ShadowShaderFxData", 224)] public class ShadowShaderFxData { [DNAFieldAttribute(0, "ShaderFxData", "shaderfx", "ShaderFxData", 104, false)] public ShaderFxData shaderfx; [DNAFieldAttribute(1, "Object", "*object", "Object", 8, true)] public Object ptr_object; [DNAFieldAttribute(2, "int", "offset[2]", "System.Int32[]", 8, false)] public int[] offset = new System.Int32[2]; [DNAFieldAttribute(3, "int", "flag", "int", 4, false)] public int flag; [DNAFieldAttribute(4, "float", "shadow_rgba[4]", "System.Single[]", 16, false)] public float[] shadow_rgba = new System.Single[4]; [DNAFieldAttribute(5, "float", "amplitude", "float", 4, false)] public float amplitude; [DNAFieldAttribute(6, "float", "period", "float", 4, false)] public float period; [DNAFieldAttribute(7, "float", "phase", "float", 4, false)] public float phase; [DNAFieldAttribute(8, "int", "orientation", "int", 4, false)] public int orientation; [DNAFieldAttribute(9, "float", "scale[2]", "System.Single[]", 8, false)] public float[] scale = new System.Single[2]; [DNAFieldAttribute(10, "float", "rotation", "float", 4, false)] public float rotation; [DNAFieldAttribute(11, "int", "blur[2]", "System.Int32[]", 8, false)] public int[] blur = new System.Int32[2]; [DNAFieldAttribute(12, "int", "samples", "int", 4, false)] public int samples; [DNAFieldAttribute(13, "char", "_pad[4]", "System.Char[]", 4, false)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(14, "ShaderFxData_Runtime", "runtime", "ShaderFxData_Runtime", 40, false)] public ShaderFxData_Runtime runtime; public ShadowShaderFxData() { this.shaderfx = default; this.ptr_object = default; this.offset = default; this.flag = default; this.shadow_rgba = default; this.amplitude = default; this.period = default; this.phase = default; this.orientation = default; this.scale = default; this.rotation = default; this.blur = default; this.samples = default; this._pad = default; this.runtime = default; } 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) { this.shaderfx = shaderfx; this.ptr_object = ptr_object; this.offset = offset; this.flag = flag; this.shadow_rgba = shadow_rgba; this.amplitude = amplitude; this.period = period; this.phase = phase; this.orientation = orientation; this.scale = scale; this.rotation = rotation; this.blur = blur; this.samples = samples; this._pad = _pad; this.runtime = runtime; } } }