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HGamer3D-Ogre-Binding-0.1.3: include/EnumLayerBlendOperationEx.h

// This source file is part of HGamer3D
// (A project to enable 3D game development in Haskell)
// For the latest info, see http://www.althainz.de/HGamer3D.html
// 
// Copyright 2011 Dr. Peter Althainz
// 
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// 
//     http://www.apache.org/licenses/LICENSE-2.0
// 
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// 
// EnumLayerBlendOperationEx.h
// 
// 
// 
// 
// File for type, method, enum or function stubs  
// in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreBlendMode.h"
// 
// each stub combines the following files: 
//     a C++ implementation file, transforming cpp calls into C-functions
//     a C-header file, making this C-functions available for the C2HS parser
//     a chs file, give instructions to the C2HS parser.
// 
// 

#include "wchar.h"



//  enum from ..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreBlendMode.h line:75
    enum EnumLayerBlendOperationEx {
        /// use source1 without modification
        LBX_SOURCE1,
        /// use source2 without modification
        LBX_SOURCE2,
        /// multiply source1 and source2 together
        LBX_MODULATE,
        /// as LBX_MODULATE but brighten afterwards (x2)
        LBX_MODULATE_X2,
        /// as LBX_MODULATE but brighten more afterwards (x4)
        LBX_MODULATE_X4,
        /// add source1 and source2 together
        LBX_ADD,
        /// as LBX_ADD, but subtract 0.5 from the result
        LBX_ADD_SIGNED,
        /// as LBX_ADD, but subtract product from the sum
        LBX_ADD_SMOOTH,
        /// subtract source2 from source1
        LBX_SUBTRACT,
        /// use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha)
        LBX_BLEND_DIFFUSE_ALPHA,
        /// as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture
        LBX_BLEND_TEXTURE_ALPHA,
        /// as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages
        LBX_BLEND_CURRENT_ALPHA,
        /// as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0)
        LBX_BLEND_MANUAL,
        /// dot product of color1 and color2 
        LBX_DOTPRODUCT,
        /// use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color)
        LBX_BLEND_DIFFUSE_COLOUR
    };