//------------------------------------------------------------------------------ // // 此代码由工具生成。 // 运行时版本:4.0.30319.42000 // // 对此文件的更改可能会导致不正确的行为,并且如果 // 重新生成代码,这些更改将会丢失。 // //------------------------------------------------------------------------------ namespace AssetStudioGUI.Properties { using System; /// /// 一个强类型的资源类,用于查找本地化的字符串等。 /// // 此类是由 StronglyTypedResourceBuilder // 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。 // 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen // (以 /str 作为命令选项),或重新生成 VS 项目。 [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")] [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] internal class Resources { private static global::System.Resources.ResourceManager resourceMan; private static global::System.Globalization.CultureInfo resourceCulture; [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal Resources() { } /// /// 返回此类使用的缓存的 ResourceManager 实例。 /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] internal static global::System.Resources.ResourceManager ResourceManager { get { if (object.ReferenceEquals(resourceMan, null)) { global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("AssetStudioGUI.Properties.Resources", typeof(Resources).Assembly); resourceMan = temp; } return resourceMan; } } /// /// 重写当前线程的 CurrentUICulture 属性 /// 重写当前线程的 CurrentUICulture 属性。 /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] internal static global::System.Globalization.CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } /// /// 查找类似于 (图标) 的 System.Drawing.Icon 类型的本地化资源。 /// internal static System.Drawing.Icon _as { get { object obj = ResourceManager.GetObject("_as", resourceCulture); return ((System.Drawing.Icon)(obj)); } } /// /// 查找类似 #version 140 /// ///in vec3 normal; /// ///out vec4 outputColor; /// ///void main() ///{ /// vec3 unitNormal = normalize(normal); /// float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1); /// vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y; /// vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt; /// /// vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159; /// color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y; /// color += vec3(0.368, 0.477, 0. [字符串的其余部分被截断]"; 的本地化字符串。 /// internal static string fs { get { return ResourceManager.GetString("fs", resourceCulture); } } /// /// 查找类似 #version 140 /// ///out vec4 outputColor; /// ///void main() ///{ /// outputColor = vec4(0, 0, 0, 1); ///} 的本地化字符串。 /// internal static string fsBlack { get { return ResourceManager.GetString("fsBlack", resourceCulture); } } /// /// 查找类似 #version 140 /// ///out vec4 outputColor; ///in vec4 color; /// ///void main() ///{ /// outputColor = color; ///} 的本地化字符串。 /// internal static string fsColor { get { return ResourceManager.GetString("fsColor", resourceCulture); } } /// /// 查找 System.Drawing.Bitmap 类型的本地化资源。 /// internal static System.Drawing.Bitmap preview { get { object obj = ResourceManager.GetObject("preview", resourceCulture); return ((System.Drawing.Bitmap)(obj)); } } /// /// 查找类似 #version 140 /// ///in vec3 vertexPosition; ///in vec3 normalDirection; ///in vec4 vertexColor; ///uniform mat4 modelMatrix; ///uniform mat4 viewMatrix; ///uniform mat4 projMatrix; /// ///out vec3 normal; ///out vec4 color; /// ///void main() ///{ /// gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(vertexPosition, 1.0); /// normal = normalDirection; /// color = vertexColor; ///} 的本地化字符串。 /// internal static string vs { get { return ResourceManager.GetString("vs", resourceCulture); } } } }