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