- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
260 lines
5.9 KiB
C#
260 lines
5.9 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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public class EnvironmentMapEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
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{
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public EnvironmentMapEffect(GraphicsDevice graphics)
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: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.EnvironmentMapEffect))
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{
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throw new NotImplementedException();
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}
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protected EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
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: base(cloneSource)
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{
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throw new NotImplementedException();
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}
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public override Effect Clone()
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{
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return new EnvironmentMapEffect(this);
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}
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public Matrix Projection
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Matrix View
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Matrix World
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public void EnableDefaultLighting()
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{
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throw new NotImplementedException();
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}
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public Vector3 AmbientLightColor
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public DirectionalLight DirectionalLight0
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{
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get { throw new NotImplementedException(); }
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}
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public DirectionalLight DirectionalLight1
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{
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get { throw new NotImplementedException(); }
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}
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public DirectionalLight DirectionalLight2
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{
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get { throw new NotImplementedException(); }
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}
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public bool LightingEnabled
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Vector3 FogColor
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public bool FogEnabled
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public float FogEnd
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public float FogStart
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Texture2D Texture
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public TextureCube EnvironmentMap
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public float EnvironmentMapAmount
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Vector3 EnvironmentMapSpecular
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public float FresnelFactor
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Vector3 DiffuseColor
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public Vector3 EmissiveColor
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public float Alpha
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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}
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}
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