proc enabled*(self: Light2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `enabled =`*(self: Light2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc editorOnly*(self: Light2D): bool {.gcsafe, locks: 0
.} 
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proc `editorOnly =`*(self: Light2D; val: bool) {.gcsafe, locks: 0
.} 
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proc texture*(self: Light2D): Texture {.gcsafe, locks: 0
.} 
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proc `texture =`*(self: Light2D; val: Texture) {.gcsafe, locks: 0
.} 
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proc offset*(self: Light2D): Vector2 {.gcsafe, locks: 0
.} 
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proc `offset =`*(self: Light2D; val: Vector2) {.gcsafe, locks: 0
.} 
- 
 
proc scale*(self: Light2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `scale =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc color*(self: Light2D): Color {.gcsafe, locks: 0
.} 
- 
 
proc `color =`*(self: Light2D; val: Color) {.gcsafe, locks: 0
.} 
- 
 
proc energy*(self: Light2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `energy =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc mode*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `mode =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc rangeHeight*(self: Light2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `rangeHeight =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc rangeZMin*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `rangeZMin =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc rangeZMax*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `rangeZMax =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc rangeLayerMin*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `rangeLayerMin =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc rangeLayerMax*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `rangeLayerMax =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc rangeItemCullMask*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `rangeItemCullMask =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc shadowEnabled*(self: Light2D): bool {.gcsafe, locks: 0
.} 
- 
 
proc `shadowEnabled =`*(self: Light2D; val: bool) {.gcsafe, locks: 0
.} 
- 
 
proc shadowColor*(self: Light2D): Color {.gcsafe, locks: 0
.} 
- 
 
proc `shadowColor =`*(self: Light2D; val: Color) {.gcsafe, locks: 0
.} 
- 
 
proc shadowBufferSize*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `shadowBufferSize =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
- 
 
proc shadowGradientLength*(self: Light2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `shadowGradientLength =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc shadowFilter*(self: Light2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `shadowFilter =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc shadowFilterSmooth*(self: Light2D): float64 {.gcsafe, locks: 0
.} 
- 
 
proc `shadowFilterSmooth =`*(self: Light2D; val: float64) {.gcsafe, locks: 0
.} 
- 
 
proc shadowItemCullMask*(self: Light2D): int64 {.gcsafe, locks: 0
.} 
- 
 
proc `shadowItemCullMask =`*(self: Light2D; val: int64) {.gcsafe, locks: 0
.} 
-