- Added auto generation of DNAClass attributes on file generation - Regenerated all files
58 lines
2.3 KiB
C#
58 lines
2.3 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")]
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public struct GlowShaderFxData {
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[DNAFieldAttribute(0, "ShaderFxData", "shaderfx", 104)]
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public ShaderFxData shaderfx;
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[DNAFieldAttribute(1, "float", "glow_color[4]", 4)]
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public float[] glow_color = new System.Single[4];
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[DNAFieldAttribute(2, "float", "select_color[3]", 4)]
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public float[] select_color = new System.Single[3];
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[DNAFieldAttribute(3, "float", "threshold", 4)]
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public float threshold;
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[DNAFieldAttribute(4, "int", "flag", 4)]
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public int flag;
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[DNAFieldAttribute(5, "int", "mode", 4)]
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public int mode;
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[DNAFieldAttribute(6, "float", "blur[2]", 4)]
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public float[] blur = new System.Single[2];
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[DNAFieldAttribute(7, "int", "samples", 4)]
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public int samples;
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[DNAFieldAttribute(8, "float", "rotation", 4)]
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public float rotation;
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[DNAFieldAttribute(9, "int", "blend_mode", 4)]
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public int blend_mode;
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[DNAFieldAttribute(10, "char", "_pad[4]", 1)]
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public char[] _pad = new System.Char[4];
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[DNAFieldAttribute(11, "ShaderFxData_Runtime", "runtime", 40)]
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public ShaderFxData_Runtime runtime;
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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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