Files
BlenderSharp/BlendFile/DNA/ShadowShaderFxData.cs
2025-02-18 18:16:57 +01:00

84 lines
3.5 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(923, "ShadowShaderFxData")]
public class ShadowShaderFxData {
[DNAFieldAttribute(0, "ShaderFxData", "shaderfx", "ShaderFxData", 104)]
public ShaderFxData shaderfx;
[DNAFieldAttribute(1, "Object", "*object", "Object", 1160)]
public Object ptr_object;
[DNAFieldAttribute(2, "int", "offset[2]", "System.Int32[]", 4)]
public int[] offset = new System.Int32[2];
[DNAFieldAttribute(3, "int", "flag", "int", 4)]
public int flag;
[DNAFieldAttribute(4, "float", "shadow_rgba[4]", "System.Single[]", 4)]
public float[] shadow_rgba = new System.Single[4];
[DNAFieldAttribute(5, "float", "amplitude", "float", 4)]
public float amplitude;
[DNAFieldAttribute(6, "float", "period", "float", 4)]
public float period;
[DNAFieldAttribute(7, "float", "phase", "float", 4)]
public float phase;
[DNAFieldAttribute(8, "int", "orientation", "int", 4)]
public int orientation;
[DNAFieldAttribute(9, "float", "scale[2]", "System.Single[]", 4)]
public float[] scale = new System.Single[2];
[DNAFieldAttribute(10, "float", "rotation", "float", 4)]
public float rotation;
[DNAFieldAttribute(11, "int", "blur[2]", "System.Int32[]", 4)]
public int[] blur = new System.Int32[2];
[DNAFieldAttribute(12, "int", "samples", "int", 4)]
public int samples;
[DNAFieldAttribute(13, "char", "_pad[4]", "System.Char[]", 1)]
public char[] _pad = new System.Char[4];
[DNAFieldAttribute(14, "ShaderFxData_Runtime", "runtime", "ShaderFxData_Runtime", 40)]
public ShaderFxData_Runtime runtime;
public ShadowShaderFxData() {
this.shaderfx = default;
this.ptr_object = default;
this.offset = default;
this.flag = default;
this.shadow_rgba = default;
this.amplitude = default;
this.period = default;
this.phase = default;
this.orientation = default;
this.scale = default;
this.rotation = default;
this.blur = default;
this.samples = default;
this._pad = default;
this.runtime = default;
}
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) {
this.shaderfx = shaderfx;
this.ptr_object = ptr_object;
this.offset = offset;
this.flag = flag;
this.shadow_rgba = shadow_rgba;
this.amplitude = amplitude;
this.period = period;
this.phase = phase;
this.orientation = orientation;
this.scale = scale;
this.rotation = rotation;
this.blur = blur;
this.samples = samples;
this._pad = _pad;
this.runtime = runtime;
}
}
}