72 lines
3.1 KiB
C#
72 lines
3.1 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(920, "GlowShaderFxData", 208)]
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public class GlowShaderFxData {
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[DNAFieldAttribute(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)]
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public ShaderFxData shaderfx;
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[DNAArrayAttribute(16, "float", 1, "glow_color[4]", "System.Single[]", 4, false, 104)]
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public float[] glow_color = new System.Single[4];
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[DNAArrayAttribute(12, "float", 2, "select_color[3]", "System.Single[]", 3, false, 120)]
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public float[] select_color = new System.Single[3];
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[DNAFieldAttribute(4, "float", 3, "threshold", "float", false, 132)]
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public float threshold;
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[DNAFieldAttribute(4, "int", 4, "flag", "int", false, 136)]
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public int flag;
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[DNAFieldAttribute(4, "int", 5, "mode", "int", false, 140)]
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public int mode;
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[DNAArrayAttribute(8, "float", 6, "blur[2]", "System.Single[]", 2, false, 144)]
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public float[] blur = new System.Single[2];
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[DNAFieldAttribute(4, "int", 7, "samples", "int", false, 152)]
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public int samples;
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[DNAFieldAttribute(4, "float", 8, "rotation", "float", false, 156)]
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public float rotation;
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[DNAFieldAttribute(4, "int", 9, "blend_mode", "int", false, 160)]
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public int blend_mode;
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[DNAArrayAttribute(4, "char", 10, "_pad[4]", "System.Char[]", 4, false, 164)]
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public char[] _pad = new System.Char[4];
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[DNAFieldAttribute(40, "ShaderFxData_Runtime", 11, "runtime", "ShaderFxData_Runtime", false, 168)]
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public ShaderFxData_Runtime runtime;
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public GlowShaderFxData() {
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this.shaderfx = default;
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this.glow_color = default;
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this.select_color = default;
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this.threshold = default;
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this.flag = default;
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this.mode = default;
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this.blur = default;
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this.samples = default;
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this.rotation = default;
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this.blend_mode = default;
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this._pad = default;
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this.runtime = default;
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}
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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) {
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this.shaderfx = shaderfx;
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this.glow_color = glow_color;
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this.select_color = select_color;
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this.threshold = threshold;
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this.flag = flag;
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this.mode = mode;
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this.blur = blur;
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this.samples = samples;
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this.rotation = rotation;
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this.blend_mode = blend_mode;
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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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