Files
BlenderSharp/BlendFile/DNA/GlowShaderFxData.cs
2025-02-19 17:07:50 +01:00

72 lines
3.0 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
namespace BlendFile.DNA {
using BlendFile;
[DNAClassAttribute(920, "GlowShaderFxData")]
public struct GlowShaderFxData {
[DNAFieldAttribute(0, "ShaderFxData", "shaderfx", "ShaderFxData", 104, false)]
public ShaderFxData shaderfx;
[DNAFieldAttribute(1, "float", "glow_color[4]", "System.Single[]", 16, false)]
public float[] glow_color = new System.Single[4];
[DNAFieldAttribute(2, "float", "select_color[3]", "System.Single[]", 12, false)]
public float[] select_color = new System.Single[3];
[DNAFieldAttribute(3, "float", "threshold", "float", 4, false)]
public float threshold;
[DNAFieldAttribute(4, "int", "flag", "int", 4, false)]
public int flag;
[DNAFieldAttribute(5, "int", "mode", "int", 4, false)]
public int mode;
[DNAFieldAttribute(6, "float", "blur[2]", "System.Single[]", 8, false)]
public float[] blur = new System.Single[2];
[DNAFieldAttribute(7, "int", "samples", "int", 4, false)]
public int samples;
[DNAFieldAttribute(8, "float", "rotation", "float", 4, false)]
public float rotation;
[DNAFieldAttribute(9, "int", "blend_mode", "int", 4, false)]
public int blend_mode;
[DNAFieldAttribute(10, "char", "_pad[4]", "System.Char[]", 4, false)]
public char[] _pad = new System.Char[4];
[DNAFieldAttribute(11, "ShaderFxData_Runtime", "runtime", "ShaderFxData_Runtime", 40, false)]
public ShaderFxData_Runtime runtime;
public GlowShaderFxData() {
this.shaderfx = default;
this.glow_color = default;
this.select_color = default;
this.threshold = default;
this.flag = default;
this.mode = default;
this.blur = default;
this.samples = default;
this.rotation = default;
this.blend_mode = default;
this._pad = default;
this.runtime = default;
}
public GlowShaderFxData(ShaderFxData shaderfx, float[] glow_color, float[] select_color, float threshold, int flag, int mode, float[] blur, int samples, float rotation, int blend_mode, char[] _pad, ShaderFxData_Runtime runtime) {
this.shaderfx = shaderfx;
this.glow_color = glow_color;
this.select_color = select_color;
this.threshold = threshold;
this.flag = flag;
this.mode = mode;
this.blur = blur;
this.samples = samples;
this.rotation = rotation;
this.blend_mode = blend_mode;
this._pad = _pad;
this.runtime = runtime;
}
}
}