//------------------------------------------------------------------------------ // // 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; public class ShadowShaderFxData { [DNAFieldAttribute(0, "ShaderFxData", "shaderfx", 104)] public ShaderFxData shaderfx; [DNAFieldAttribute(1, "Object", "*object", 1160)] public Object ptr_object; [DNAFieldAttribute(2, "int", "offset[2]", 4)] public int[] offset = new System.Int32[2]; [DNAFieldAttribute(3, "int", "flag", 4)] public int flag; [DNAFieldAttribute(4, "float", "shadow_rgba[4]", 4)] public float[] shadow_rgba = new System.Single[4]; [DNAFieldAttribute(5, "float", "amplitude", 4)] public float amplitude; [DNAFieldAttribute(6, "float", "period", 4)] public float period; [DNAFieldAttribute(7, "float", "phase", 4)] public float phase; [DNAFieldAttribute(8, "int", "orientation", 4)] public int orientation; [DNAFieldAttribute(9, "float", "scale[2]", 4)] public float[] scale = new System.Single[2]; [DNAFieldAttribute(10, "float", "rotation", 4)] public float rotation; [DNAFieldAttribute(11, "int", "blur[2]", 4)] public int[] blur = new System.Int32[2]; [DNAFieldAttribute(12, "int", "samples", 4)] public int samples; [DNAFieldAttribute(13, "char", "_pad[4]", 1)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(14, "ShaderFxData_Runtime", "runtime", 40)] public ShaderFxData_Runtime runtime; 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; } } }