84 lines
3.6 KiB
C#
84 lines
3.6 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(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)]
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public ShaderFxData shaderfx;
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[DNAFieldAttribute(8, "Object", 1, "*object", "Object", true, 104)]
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public Object @object;
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[DNAArrayAttribute(8, "int", 2, "offset[2]", "System.Int32[]", 2, 112)]
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public int[] offset = new System.Int32[2];
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[DNAFieldAttribute(4, "int", 3, "flag", "int", false, 120)]
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public int flag;
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[DNAArrayAttribute(16, "float", 4, "shadow_rgba[4]", "System.Single[]", 4, 124)]
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public float[] shadow_rgba = new System.Single[4];
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[DNAFieldAttribute(4, "float", 5, "amplitude", "float", false, 140)]
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public float amplitude;
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[DNAFieldAttribute(4, "float", 6, "period", "float", false, 144)]
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public float period;
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[DNAFieldAttribute(4, "float", 7, "phase", "float", false, 148)]
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public float phase;
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[DNAFieldAttribute(4, "int", 8, "orientation", "int", false, 152)]
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public int orientation;
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[DNAArrayAttribute(8, "float", 9, "scale[2]", "System.Single[]", 2, 156)]
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public float[] scale = new System.Single[2];
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[DNAFieldAttribute(4, "float", 10, "rotation", "float", false, 164)]
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public float rotation;
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[DNAArrayAttribute(8, "int", 11, "blur[2]", "System.Int32[]", 2, 168)]
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public int[] blur = new System.Int32[2];
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[DNAFieldAttribute(4, "int", 12, "samples", "int", false, 176)]
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public int samples;
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[DNAArrayAttribute(4, "char", 13, "_pad[4]", "System.Char[]", 4, 180)]
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public char[] _pad = new System.Char[4];
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[DNAFieldAttribute(40, "ShaderFxData_Runtime", 14, "runtime", "ShaderFxData_Runtime", 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.@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 @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.@object = @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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