type gfxlight [display="GFX Light"] { u8 light_type [ui, readonly, display="Type"]; u8 can_use_shadow_map [ui, readonly, display="Can Use Shadow Map"]; skip(2); // padding // Color (3 floats) color = read(12) [ui, readonly, display="Color RGB"]; // Direction (3 floats) dir = read(12) [ui, readonly, display="Direction"]; // Origin (3 floats) origin = read(12) [ui, readonly, display="Origin"]; // Other params radius = read(4) [ui, readonly, display="Radius"]; cos_half_fov_outer = read(4) [ui, readonly, display="Cos Half FOV Outer"]; cos_half_fov_inner = read(4) [ui, readonly, display="Cos Half FOV Inner"]; i32 exponent [ui, readonly, display="Exponent"]; u32 spot_shadow_index [ui, readonly, display="Spot Shadow Index"]; i32 def_ptr [ui, readonly, display="Def Ptr"]; if (def_ptr == -1) { def = parse_here("gfxlightdef"); } }