public BSEffectShaderProperty() { this.shaderFlags1 = 0U; this.shaderFlags2 = 0U; this.uvOffset = new UVCoord(0.0f, 0.0f); this.uvScale = new UVCoord(1f, 1f); this.sourceTexture = ""; this.textureClampMode = 0U; this.falloffStartAngle = 0.0f; this.falloffStopAngle = 0.0f; this.falloffStartOpacity = 1f; this.falloffStopOpacity = 1f; this.emissiveColor = new Color4(0.0f, 0.0f, 0.0f, 0.0f); this.emissiveMultiple = 1f; this.softFalloffDepth = 0.0f; this.greyscaleTexture = ""; }
public override void Read(NiHeader header, BinaryReader reader) { base.Read(header, reader); this.shaderFlags1 = reader.ReadUInt32(); this.shaderFlags2 = reader.ReadUInt32(); this.uvOffset = Utils.ReadUVCoord(reader); this.uvScale = Utils.ReadUVCoord(reader); this.sourceTexture = Utils.ReadSizedString(reader); this.textureClampMode = reader.ReadUInt32(); this.falloffStartAngle = reader.ReadSingle(); this.falloffStopAngle = reader.ReadSingle(); this.falloffStartOpacity = reader.ReadSingle(); this.falloffStopOpacity = reader.ReadSingle(); this.emissiveColor = Utils.ReadColor4(reader); this.emissiveMultiple = reader.ReadSingle(); this.softFalloffDepth = reader.ReadSingle(); this.greyscaleTexture = Utils.ReadSizedString(reader); }
public static void WriteColor4(BinaryWriter writer, Color4 value) { writer.Write(value[0]); writer.Write(value[1]); writer.Write(value[2]); writer.Write(value[3]); }