//------------------------------------------------------------------------------ // // 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(628, "NodeColorBalance")] public struct NodeColorBalance { [DNAFieldAttribute(0, "float", "slope[3]", "System.Single[]", 4)] public float[] slope = new System.Single[3]; [DNAFieldAttribute(1, "float", "offset[3]", "System.Single[]", 4)] public float[] offset = new System.Single[3]; [DNAFieldAttribute(2, "float", "power[3]", "System.Single[]", 4)] public float[] power = new System.Single[3]; [DNAFieldAttribute(3, "float", "offset_basis", "float", 4)] public float offset_basis; [DNAFieldAttribute(4, "char", "_pad[4]", "System.Char[]", 1)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(5, "float", "lift[3]", "System.Single[]", 4)] public float[] lift = new System.Single[3]; [DNAFieldAttribute(6, "float", "gamma[3]", "System.Single[]", 4)] public float[] gamma = new System.Single[3]; [DNAFieldAttribute(7, "float", "gain[3]", "System.Single[]", 4)] public float[] gain = new System.Single[3]; [DNAFieldAttribute(8, "float", "input_temperature", "float", 4)] public float input_temperature; [DNAFieldAttribute(9, "float", "input_tint", "float", 4)] public float input_tint; [DNAFieldAttribute(10, "float", "output_temperature", "float", 4)] public float output_temperature; [DNAFieldAttribute(11, "float", "output_tint", "float", 4)] public float output_tint; public NodeColorBalance() { this.slope = default; this.offset = default; this.power = default; this.offset_basis = default; this._pad = default; this.lift = default; this.gamma = default; this.gain = default; this.input_temperature = default; this.input_tint = default; this.output_temperature = default; this.output_tint = default; } public NodeColorBalance(float[] slope, float[] offset, float[] power, float offset_basis, char[] _pad, float[] lift, float[] gamma, float[] gain, float input_temperature, float input_tint, float output_temperature, float output_tint) { this.slope = slope; this.offset = offset; this.power = power; this.offset_basis = offset_basis; this._pad = _pad; this.lift = lift; this.gamma = gamma; this.gain = gain; this.input_temperature = input_temperature; this.input_tint = input_tint; this.output_temperature = output_temperature; this.output_tint = output_tint; } } }