proc lightColor*(self: Light): Color {.gcsafe, locks: 0
.}
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proc `lightColor =`*(self: Light; val: Color) {.gcsafe, locks: 0
.}
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proc lightEnergy*(self: Light): float64 {.gcsafe, locks: 0
.}
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proc `lightEnergy =`*(self: Light; val: float64) {.gcsafe, locks: 0
.}
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proc lightNegative*(self: Light): bool {.gcsafe, locks: 0
.}
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proc `lightNegative =`*(self: Light; val: bool) {.gcsafe, locks: 0
.}
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proc lightSpecular*(self: Light): float64 {.gcsafe, locks: 0
.}
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proc `lightSpecular =`*(self: Light; val: float64) {.gcsafe, locks: 0
.}
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proc lightCullMask*(self: Light): int64 {.gcsafe, locks: 0
.}
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proc `lightCullMask =`*(self: Light; val: int64) {.gcsafe, locks: 0
.}
-
proc shadowEnabled*(self: Light): bool {.gcsafe, locks: 0
.}
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proc `shadowEnabled =`*(self: Light; val: bool) {.gcsafe, locks: 0
.}
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proc shadowColor*(self: Light): Color {.gcsafe, locks: 0
.}
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proc `shadowColor =`*(self: Light; val: Color) {.gcsafe, locks: 0
.}
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proc shadowBias*(self: Light): float64 {.gcsafe, locks: 0
.}
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proc `shadowBias =`*(self: Light; val: float64) {.gcsafe, locks: 0
.}
-
proc shadowContact*(self: Light): float64 {.gcsafe, locks: 0
.}
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proc `shadowContact =`*(self: Light; val: float64) {.gcsafe, locks: 0
.}
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proc shadowMaxDistance*(self: Light): float64 {.gcsafe, locks: 0
.}
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proc `shadowMaxDistance =`*(self: Light; val: float64) {.gcsafe, locks: 0
.}
-
proc shadowReverseCullFace*(self: Light): bool {.gcsafe, locks: 0
.}
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proc `shadowReverseCullFace =`*(self: Light; val: bool) {.gcsafe, locks: 0
.}
-
proc editorOnly*(self: Light): bool {.gcsafe, locks: 0
.}
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proc `editorOnly =`*(self: Light; val: bool) {.gcsafe, locks: 0
.}
-