//------------------------------------------------------------------------------ // // This code was generated by a tool. // Runtime Version:4.0.30319.42000 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ namespace AssetStudioGUI.Properties { using System; /// /// A strongly-typed resource class, for looking up localized strings, etc. /// // 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", "17.0.0.0")] [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() { } /// /// Returns the cached ResourceManager instance used by this class. /// [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; } } /// /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] internal static global::System.Globalization.CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } /// /// Looks up a localized resource of type System.Drawing.Icon similar to (Icon). /// internal static System.Drawing.Icon _as { get { object obj = ResourceManager.GetObject("_as", resourceCulture); return ((System.Drawing.Icon)(obj)); } } /// /// Looks up a localized string similar to #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. [rest of string was truncated]";. /// internal static string fs { get { return ResourceManager.GetString("fs", resourceCulture); } } /// /// Looks up a localized string similar to #version 140 /// ///out vec4 outputColor; /// ///void main() ///{ /// outputColor = vec4(0, 0, 0, 1); ///}. /// internal static string fsBlack { get { return ResourceManager.GetString("fsBlack", resourceCulture); } } /// /// Looks up a localized string similar to #version 140 /// ///out vec4 outputColor; ///in vec4 color; /// ///void main() ///{ /// outputColor = color; ///}. /// internal static string fsColor { get { return ResourceManager.GetString("fsColor", resourceCulture); } } /// /// Looks up a localized resource of type System.Drawing.Bitmap. /// internal static System.Drawing.Bitmap preview { get { object obj = ResourceManager.GetObject("preview", resourceCulture); return ((System.Drawing.Bitmap)(obj)); } } /// /// Looks up a localized string similar to #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; ///}. /// internal static string vs { get { return ResourceManager.GetString("vs", resourceCulture); } } } }