function ShaderPass() { Object.defineProperties(this, { 'shader': { enumerable: true, configurable: true, get: ShaderPass.prototype.__get_shader, set: ShaderPass.prototype.__set_shader}, 'wireframe': { enumerable: true, configurable: true, get: ShaderPass.prototype.__get_wireframe, set: ShaderPass.prototype.__set_wireframe}, 'blendingMode': { enumerable: true, configurable: true, get: ShaderPass.prototype.__get_blendingMode, set: ShaderPass.prototype.__set_blendingMode}, 'shaderBinding': { enumerable: true, configurable: true, get: ShaderPass.prototype.__get_shaderBinding, set: ShaderPass.prototype.__set_shaderBinding}, 'materialShaderBinding': { enumerable: true, configurable: true, get: ShaderPass.prototype.__get_materialShaderBinding, set: ShaderPass.prototype.__set_materialShaderBinding} }) } ShaderPass.prototype.__get_shader = function() { var retVal = new Shader() retVal.__ptr = Polycode.ShaderPass__get_shader(this.__ptr) return retVal } ShaderPass.prototype.__set_shader = function(val) { Polycode.ShaderPass__set_shader(this.__ptr, val.__ptr) } ShaderPass.prototype.__get_wireframe = function() { return Polycode.ShaderPass__get_wireframe(this.__ptr) } ShaderPass.prototype.__set_wireframe = function(val) { Polycode.ShaderPass__set_wireframe(this.__ptr, val) } ShaderPass.prototype.__get_blendingMode = function() { return Polycode.ShaderPass__get_blendingMode(this.__ptr) } ShaderPass.prototype.__set_blendingMode = function(val) { Polycode.ShaderPass__set_blendingMode(this.__ptr, val) } ShaderPass.prototype.__get_shaderBinding = function() { var retVal = new ShaderBinding() retVal.__ptr = Polycode.ShaderPass__get_shaderBinding(this.__ptr) return retVal } ShaderPass.prototype.__set_shaderBinding = function(val) { Polycode.ShaderPass__set_shaderBinding(this.__ptr, val.__ptr) } ShaderPass.prototype.__get_materialShaderBinding = function() { var retVal = new ShaderBinding() retVal.__ptr = Polycode.ShaderPass__get_materialShaderBinding(this.__ptr) return retVal } ShaderPass.prototype.__set_materialShaderBinding = function(val) { Polycode.ShaderPass__set_materialShaderBinding(this.__ptr, val.__ptr) } Duktape.fin(ShaderPass.prototype, function (x) { if (x === ShaderPass.prototype) { return; } Polycode.ShaderPass__delete(x.__ptr) })