//------------------------------------------------------------------------------ // // 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(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)] public ShaderFxData shaderfx; [DNAFieldAttribute(8, "Object", 1, "*object", "Object", true, 104)] public Object @object; [DNAArrayAttribute(8, "int", 2, "offset[2]", "System.Int32[]", 2, false, 112)] public int[] offset = new System.Int32[2]; [DNAFieldAttribute(4, "int", 3, "flag", "int", false, 120)] public int flag; [DNAArrayAttribute(16, "float", 4, "shadow_rgba[4]", "System.Single[]", 4, false, 124)] public float[] shadow_rgba = new System.Single[4]; [DNAFieldAttribute(4, "float", 5, "amplitude", "float", false, 140)] public float amplitude; [DNAFieldAttribute(4, "float", 6, "period", "float", false, 144)] public float period; [DNAFieldAttribute(4, "float", 7, "phase", "float", false, 148)] public float phase; [DNAFieldAttribute(4, "int", 8, "orientation", "int", false, 152)] public int orientation; [DNAArrayAttribute(8, "float", 9, "scale[2]", "System.Single[]", 2, false, 156)] public float[] scale = new System.Single[2]; [DNAFieldAttribute(4, "float", 10, "rotation", "float", false, 164)] public float rotation; [DNAArrayAttribute(8, "int", 11, "blur[2]", "System.Int32[]", 2, false, 168)] public int[] blur = new System.Int32[2]; [DNAFieldAttribute(4, "int", 12, "samples", "int", false, 176)] public int samples; [DNAArrayAttribute(4, "char", 13, "_pad[4]", "System.Char[]", 4, false, 180)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(40, "ShaderFxData_Runtime", 14, "runtime", "ShaderFxData_Runtime", false, 184)] public ShaderFxData_Runtime runtime; public ShadowShaderFxData() { this.shaderfx = default; this.@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 @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.@object = @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; } } }