84 lines
3.7 KiB
C#
84 lines
3.7 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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using BlendFile;
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[DNAClassAttribute(923, "ShadowShaderFxData", 224)]
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public class ShadowShaderFxData {
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[DNAFieldAttribute(0, "ShaderFxData", "shaderfx", "ShaderFxData", 104, false, 0)]
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public ShaderFxData shaderfx;
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[DNAFieldAttribute(1, "Object", "*object", "Object", 8, true, 104)]
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public Object ptr_object;
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[DNAFieldAttribute(2, "int", "offset[2]", "System.Int32[]", 8, false, 112)]
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public int[] offset = new System.Int32[2];
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[DNAFieldAttribute(3, "int", "flag", "int", 4, false, 120)]
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public int flag;
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[DNAFieldAttribute(4, "float", "shadow_rgba[4]", "System.Single[]", 16, false, 124)]
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public float[] shadow_rgba = new System.Single[4];
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[DNAFieldAttribute(5, "float", "amplitude", "float", 4, false, 140)]
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public float amplitude;
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[DNAFieldAttribute(6, "float", "period", "float", 4, false, 144)]
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public float period;
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[DNAFieldAttribute(7, "float", "phase", "float", 4, false, 148)]
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public float phase;
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[DNAFieldAttribute(8, "int", "orientation", "int", 4, false, 152)]
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public int orientation;
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[DNAFieldAttribute(9, "float", "scale[2]", "System.Single[]", 8, false, 156)]
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public float[] scale = new System.Single[2];
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[DNAFieldAttribute(10, "float", "rotation", "float", 4, false, 164)]
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public float rotation;
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[DNAFieldAttribute(11, "int", "blur[2]", "System.Int32[]", 8, false, 168)]
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public int[] blur = new System.Int32[2];
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[DNAFieldAttribute(12, "int", "samples", "int", 4, false, 176)]
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public int samples;
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[DNAFieldAttribute(13, "char", "_pad[4]", "System.Char[]", 4, false, 180)]
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public char[] _pad = new System.Char[4];
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[DNAFieldAttribute(14, "ShaderFxData_Runtime", "runtime", "ShaderFxData_Runtime", 40, false, 184)]
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public ShaderFxData_Runtime runtime;
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public ShadowShaderFxData() {
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this.shaderfx = default;
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this.ptr_object = default;
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this.offset = default;
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this.flag = default;
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this.shadow_rgba = default;
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this.amplitude = default;
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this.period = default;
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this.phase = default;
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this.orientation = default;
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this.scale = default;
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this.rotation = default;
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this.blur = default;
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this.samples = default;
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this._pad = default;
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this.runtime = default;
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}
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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) {
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this.shaderfx = shaderfx;
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this.ptr_object = ptr_object;
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this.offset = offset;
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this.flag = flag;
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this.shadow_rgba = shadow_rgba;
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this.amplitude = amplitude;
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this.period = period;
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this.phase = phase;
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this.orientation = orientation;
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this.scale = scale;
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this.rotation = rotation;
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this.blur = blur;
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this.samples = samples;
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this._pad = _pad;
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this.runtime = runtime;
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}
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}
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}
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