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