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//------------------------------------------------------------------------------
// <auto-generated>
//     This code was generated by a tool.
//     Runtime Version:4.0.30319.18444
//
//     Changes to this file may cause incorrect behavior and will be lost if
//     the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------

namespace BauzoidNET.Properties {
    using System;
   
   
    /// <summary>
    ///   A strongly-typed resource class, for looking up localized strings, etc.
    /// </summary>
    // This class was auto-generated by the StronglyTypedResourceBuilder
    // class via a tool like ResGen or Visual Studio.
    // To add or remove a member, edit your .ResX file then rerun ResGen
    // with the /str option, or rebuild your VS project.
    [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
    [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() {
        }
       
        /// <summary>
        ///   Returns the cached ResourceManager instance used by this class.
        /// </summary>
        [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("BauzoidNET.Properties.Resources", typeof(Resources).Assembly);
                    resourceMan = temp;
                }
                return resourceMan;
            }
        }
       
        /// <summary>
        ///   Overrides the current thread's CurrentUICulture property for all
        ///   resource lookups using this strongly typed resource class.
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
        internal static global::System.Globalization.CultureInfo Culture {
            get {
                return resourceCulture;
            }
            set {
                resourceCulture = value;
            }
        }
       
        /// <summary>
        ///   Looks up a localized resource of type System.Byte[].
        /// </summary>
        internal static byte[] ingame {
            get {
                object obj = ResourceManager.GetObject("ingame", resourceCulture);
                return ((byte[])(obj));
            }
        }
       
        /// <summary>
        ///   Looks up a localized resource of type System.Drawing.Bitmap.
        /// </summary>
        internal static System.Drawing.Bitmap ingame_tex {
            get {
                object obj = ResourceManager.GetObject("ingame_tex", resourceCulture);
                return ((System.Drawing.Bitmap)(obj));
            }
        }
       
        /// <summary>
        ///   Looks up a localized string similar to #ifdef GL_ES
        ///precision mediump float;
        ///#endif
        ///
        ///uniform vec4 uColor;
        ///
        ///void main()
        ///{
        ///     gl_FragColor = uColor;
        ///}
        ///
        ///.
        /// </summary>
        internal static string primitive_frag {
            get {
                return ResourceManager.GetString("primitive_frag", resourceCulture);
            }
        }
       
        /// <summary>
        ///   Looks up a localized string similar to uniform mat4 uMVPMatrix;
        ///
        ///attribute vec4 aPosition;
        ///
        ///void main()
        ///{
        ///     gl_Position = uMVPMatrix * aPosition;
        ///}
        ///
        ///.
        /// </summary>
        internal static string primitive_vert {
            get {
                return ResourceManager.GetString("primitive_vert", resourceCulture);
            }
        }
       
        /// <summary>
        ///   Looks up a localized string similar to #ifdef GL_ES
        ///precision mediump float;
        ///#endif
        ///
        ///varying vec4 vColor;
        ///
        ///void main()
        ///{
        ///     gl_FragColor = vColor;
        ///}
        ///
        ///.
        /// </summary>
        internal static string screenfader_frag {
            get {
                return ResourceManager.GetString("screenfader_frag", resourceCulture);
            }
        }
       
        /// <summary>
        ///   Looks up a localized string similar to  
        ///uniform vec4 uAlpha;
        ///            
        ///attribute vec4 aPosition;
        ///            
        ///varying vec4 vColor;
        ///            
        ///void main()
        ///{
        ///     gl_Position = aPosition;
        ///     vColor = uAlpha;
        ///}
        ///.
        /// </summary>
        internal static string screenfader_vert {
            get {
                return ResourceManager.GetString("screenfader_vert", resourceCulture);
            }
        }
       
        /// <summary>
        ///   Looks up a localized string similar to #ifdef GL_ES
        ///precision mediump float;
        ///#endif
        ///
        ///uniform sampler2D uDiffuse;
        ///uniform float uAlpha;
        ///uniform vec4 uColor;
        ///
        ///varying vec4 vColor;
        ///varying vec2 vTexCoord;
        ///
        ///void main()
        ///{
        ///     vec4 result = texture2D(uDiffuse, vTexCoord.xy) * uColor * vColor;
        ///     result.w *= uAlpha;
        ///     gl_FragColor = result;
        ///}
        ///
        ///.
        /// </summary>
        internal static string spriteshader_frag {
            get {
                return ResourceManager.GetString("spriteshader_frag", resourceCulture);
            }
        }
       
        /// <summary>
        ///   Looks up a localized string similar to  
        ///uniform mat4 uMVPMatrix;
        ///            
        ///attribute vec4 aPosition;
        ///attribute vec4 aColor;
        ///attribute vec2 aTexCoord0;
        ///            
        ///varying vec4 vColor;
        ///varying vec2 vTexCoord;
        ///            
        ///void main()
        ///{
        ///     gl_Position = uMVPMatrix * aPosition;
        ///     vColor = aColor;
        ///     vTexCoord = aTexCoord0;
        ///}
        ///.
        /// </summary>
        internal static string spriteshader_vert {
            get {
                return ResourceManager.GetString("spriteshader_vert", resourceCulture);
            }
        }
    }
}