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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
);
}
}
}
}