proc flagsTransparent(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsTransparent=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsUnshaded(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc flagsUnshaded=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsVertexLighting(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsVertexLighting=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagsNoDepthTest(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsNoDepthTest=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsUsePointSize(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsUsePointSize=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagsWorldTriplanar(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsWorldTriplanar=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagsFixedSize(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc flagsFixedSize=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc flagsAlbedoTexForceSrgb(self: SpatialMaterial): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagsAlbedoTexForceSrgb=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagsDoNotReceiveShadows(self: SpatialMaterial): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc flagsDoNotReceiveShadows=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc vertexColorUseAsAlbedo(self: SpatialMaterial): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc vertexColorUseAsAlbedo=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc vertexColorIsSrgb(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc vertexColorIsSrgb=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsDiffuseMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsDiffuseMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsSpecularMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsSpecularMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsBlendMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsBlendMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsCullMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsCullMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsDepthDrawMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsDepthDrawMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsLineWidth(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsLineWidth=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsPointSize(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsPointSize=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsBillboardMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsBillboardMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsGrow(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc paramsGrow=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsGrowAmount(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsGrowAmount=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsUseAlphaScissor(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc paramsUseAlphaScissor=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsAlphaScissorThreshold(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc paramsAlphaScissorThreshold=(self: SpatialMaterial; val: float64) {.gcsafe,
locks: 0, raises: [], tags: []
.}
-
proc particlesAnimHFrames(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc particlesAnimHFrames=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc particlesAnimVFrames(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc particlesAnimVFrames=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc particlesAnimLoop(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc particlesAnimLoop=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc albedoColor(self: SpatialMaterial): Color {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc albedoColor=(self: SpatialMaterial; val: Color) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc albedoTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc albedoTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc metallic(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc metallic=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc metallicSpecular(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc metallicSpecular=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc metallicTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc metallicTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc metallicTextureChannel(self: SpatialMaterial): int64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc metallicTextureChannel=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc roughness(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc roughness=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc roughnessTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc roughnessTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc roughnessTextureChannel(self: SpatialMaterial): int64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc roughnessTextureChannel=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emission(self: SpatialMaterial): Color {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc emission=(self: SpatialMaterial; val: Color) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc emissionEnergy(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionEnergy=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionOperator(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionOperator=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc emissionOnUv2(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc emissionOnUv2=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc emissionTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc emissionTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc normalEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc normalEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc normalScale(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc normalScale=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc normalTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc normalTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc rimEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rimEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc rim(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rim=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rimTint(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc rimTint=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc rimTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc rimTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc clearcoatEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc clearcoatEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc clearcoat(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc clearcoat=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc clearcoatGloss(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc clearcoatGloss=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc clearcoatTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc clearcoatTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc anisotropyEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc anisotropyEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc anisotropy(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc anisotropy=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc anisotropyFlowmap(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc anisotropyFlowmap=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc aoEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc aoEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc aoLightAffect(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc aoLightAffect=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc aoTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0, raises: [Exception],
tags: [RootEffect]
.}
-
proc aoTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc aoOnUv2(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc aoOnUv2=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc aoTextureChannel(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc aoTextureChannel=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc depthEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc depthEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthScale(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc depthScale=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthDeepParallax(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthDeepParallax=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc depthMinLayers(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthMinLayers=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthMaxLayers(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthMaxLayers=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc depthTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc depthTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc subsurfScatterEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc subsurfScatterEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc subsurfScatterStrength(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc subsurfScatterStrength=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc subsurfScatterTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc subsurfScatterTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc transmissionEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc transmissionEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc transmission(self: SpatialMaterial): Color {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc transmission=(self: SpatialMaterial; val: Color) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc transmissionTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc transmissionTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc refractionEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc refractionEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc refractionScale(self: SpatialMaterial): float64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc refractionScale=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc refractionTexture(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc refractionTexture=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc refractionTextureChannel(self: SpatialMaterial): int64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc refractionTextureChannel=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc detailEnabled(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc detailEnabled=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc detailMask(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc detailMask=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc detailBlendMode(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc detailBlendMode=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc detailUvLayer(self: SpatialMaterial): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc detailUvLayer=(self: SpatialMaterial; val: int64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc detailAlbedo(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc detailAlbedo=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc detailNormal(self: SpatialMaterial): Texture {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc detailNormal=(self: SpatialMaterial; val: Texture) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv1Scale(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc uv1Scale=(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv1Offset(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc uv1Offset=(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv1Triplanar(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc uv1Triplanar=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv1TriplanarSharpness(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc uv1TriplanarSharpness=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc uv2Scale(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc uv2Scale=(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv2Offset(self: SpatialMaterial): Vector3 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc uv2Offset=(self: SpatialMaterial; val: Vector3) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv2Triplanar(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc uv2Triplanar=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc uv2TriplanarSharpness(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc uv2TriplanarSharpness=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc proximityFadeEnable(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc proximityFadeEnable=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc proximityFadeDistance(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc proximityFadeDistance=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc distanceFadeEnable(self: SpatialMaterial): bool {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc distanceFadeEnable=(self: SpatialMaterial; val: bool) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc distanceFadeMinDistance(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc distanceFadeMinDistance=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc distanceFadeMaxDistance(self: SpatialMaterial): float64 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc distanceFadeMaxDistance=(self: SpatialMaterial; val: float64) {.gcsafe, locks: 0,
raises: [], tags: []
.}
-