using Godot; namespace Rokojori { // Generated by ShaderClassGenerator public class RoundedRectangleShader { public static readonly CachedResource<Shader> shader = new CachedResource<Shader>( "res://addons/rokojori_action_library/Runtime/UI/Shaders/RoundedRectangle/RoundedRectangle.gdshader" ); public static readonly Vector2PropertyName size = Vector2PropertyName.Create( "size" ); public static readonly FloatPropertyName sharpness = FloatPropertyName.Create( "sharpness" ); public static readonly FloatPropertyName borderRadius = FloatPropertyName.Create( "borderRadius" ); public static readonly FloatPropertyName strokeSize = FloatPropertyName.Create( "strokeSize" ); public static readonly FloatPropertyName offset = FloatPropertyName.Create( "offset" ); public static readonly ColorPropertyName fillColor = ColorPropertyName.Create( "fillColor" ); public static readonly Vector4PropertyName fillUvTransform = Vector4PropertyName.Create( "fillUVTransform" ); public static readonly Vector4PropertyName screenfillMultiplyUvTransform = Vector4PropertyName.Create( "screenfillMultiplyUVTransform" ); public static readonly Vector2PropertyName screenfillMultiplyUvMovement = Vector2PropertyName.Create( "screenfillMultiplyUVMovement" ); public static readonly ColorPropertyName strokeColor = ColorPropertyName.Create( "strokeColor" ); public static readonly Vector4PropertyName strokeUvTransform = Vector4PropertyName.Create( "strokeUVTransform" ); public static readonly Vector4PropertyName screenStrokeMultiplyUvTransform = Vector4PropertyName.Create( "screenStrokeMultiplyUVTransform" ); public static readonly Vector2PropertyName screenStrokeMultiplyUvMovment = Vector2PropertyName.Create( "screenStrokeMultiplyUVMovment" ); public static readonly FloatPropertyName opacity = FloatPropertyName.Create( "opacity" ); public static readonly Texture2DPropertyName fill = Texture2DPropertyName.Create( "fill" ); public static readonly Texture2DPropertyName screenFillMultiply = Texture2DPropertyName.Create( "screenFillMultiply" ); public static readonly Texture2DPropertyName stroke = Texture2DPropertyName.Create( "stroke" ); public static readonly Texture2DPropertyName screenStrokeMultiply = Texture2DPropertyName.Create( "screenStrokeMultiply" ); } [Tool] [GlobalClass] public partial class RoundedRectangleMaterial:CustomMaterial { public readonly CustomMaterialProperty<Vector2> size; public readonly CustomMaterialProperty<float> sharpness; public readonly CustomMaterialProperty<float> borderRadius; public readonly CustomMaterialProperty<float> strokeSize; public readonly CustomMaterialProperty<float> offset; public readonly CustomMaterialProperty<Color> fillColor; public readonly CustomMaterialProperty<Vector4> fillUvTransform; public readonly CustomMaterialProperty<Vector4> screenfillMultiplyUvTransform; public readonly CustomMaterialProperty<Vector2> screenfillMultiplyUvMovement; public readonly CustomMaterialProperty<Color> strokeColor; public readonly CustomMaterialProperty<Vector4> strokeUvTransform; public readonly CustomMaterialProperty<Vector4> screenStrokeMultiplyUvTransform; public readonly CustomMaterialProperty<Vector2> screenStrokeMultiplyUvMovment; public readonly CustomMaterialProperty<float> opacity; public readonly CustomMaterialProperty<Texture2D> fill; public readonly CustomMaterialProperty<Texture2D> screenFillMultiply; public readonly CustomMaterialProperty<Texture2D> stroke; public readonly CustomMaterialProperty<Texture2D> screenStrokeMultiply; public RoundedRectangleMaterial() { Shader = RoundedRectangleShader.shader.Get(); size = new CustomMaterialProperty<Vector2>( this, RoundedRectangleShader.size ); sharpness = new CustomMaterialProperty<float>( this, RoundedRectangleShader.sharpness ); borderRadius = new CustomMaterialProperty<float>( this, RoundedRectangleShader.borderRadius ); strokeSize = new CustomMaterialProperty<float>( this, RoundedRectangleShader.strokeSize ); offset = new CustomMaterialProperty<float>( this, RoundedRectangleShader.offset ); fillColor = new CustomMaterialProperty<Color>( this, RoundedRectangleShader.fillColor ); fillUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.fillUvTransform ); screenfillMultiplyUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.screenfillMultiplyUvTransform ); screenfillMultiplyUvMovement = new CustomMaterialProperty<Vector2>( this, RoundedRectangleShader.screenfillMultiplyUvMovement ); strokeColor = new CustomMaterialProperty<Color>( this, RoundedRectangleShader.strokeColor ); strokeUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.strokeUvTransform ); screenStrokeMultiplyUvTransform = new CustomMaterialProperty<Vector4>( this, RoundedRectangleShader.screenStrokeMultiplyUvTransform ); screenStrokeMultiplyUvMovment = new CustomMaterialProperty<Vector2>( this, RoundedRectangleShader.screenStrokeMultiplyUvMovment ); opacity = new CustomMaterialProperty<float>( this, RoundedRectangleShader.opacity ); fill = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.fill ); screenFillMultiply = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.screenFillMultiply ); stroke = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.stroke ); screenStrokeMultiply = new CustomMaterialProperty<Texture2D>( this, RoundedRectangleShader.screenStrokeMultiply ); } } }