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https://github.com/kidfromjupiter/nearby.git
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PiperOrigin-RevId: 380848866
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// Copyright 2020 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.210505.3
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#ifndef WINRT_Windows_UI_Composition_Effects_H
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#define WINRT_Windows_UI_Composition_Effects_H
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#include "winrt/base.h"
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static_assert(winrt::check_version(CPPWINRT_VERSION, "2.0.210505.3"), "Mismatched C++/WinRT headers.");
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#define CPPWINRT_VERSION "2.0.210505.3"
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#include "winrt/Windows.UI.Composition.h"
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#include "winrt/impl/Windows.Graphics.Effects.2.h"
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#include "winrt/impl/Windows.UI.Composition.Effects.2.h"
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namespace winrt::impl
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{
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::AmbientAmount() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->get_AmbientAmount(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::AmbientAmount(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->put_AmbientAmount(value));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::DiffuseAmount() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->get_DiffuseAmount(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::DiffuseAmount(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->put_DiffuseAmount(value));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Graphics::Effects::IGraphicsEffectSource) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::NormalMapSource() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->get_NormalMapSource(&value));
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return winrt::Windows::Graphics::Effects::IGraphicsEffectSource{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::NormalMapSource(winrt::Windows::Graphics::Effects::IGraphicsEffectSource const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->put_NormalMapSource(*(void**)(&value)));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::SpecularAmount() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->get_SpecularAmount(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::SpecularAmount(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->put_SpecularAmount(value));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::SpecularShine() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->get_SpecularShine(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Effects_ISceneLightingEffect<D>::SpecularShine(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect)->put_SpecularShine(value));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Effects::SceneLightingEffectReflectanceModel) consume_Windows_UI_Composition_Effects_ISceneLightingEffect2<D>::ReflectanceModel() const
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{
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winrt::Windows::UI::Composition::Effects::SceneLightingEffectReflectanceModel value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect2)->get_ReflectanceModel(reinterpret_cast<int32_t*>(&value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Effects_ISceneLightingEffect2<D>::ReflectanceModel(winrt::Windows::UI::Composition::Effects::SceneLightingEffectReflectanceModel const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Effects::ISceneLightingEffect2)->put_ReflectanceModel(static_cast<int32_t>(value)));
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}
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#ifndef WINRT_LEAN_AND_MEAN
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template <typename D>
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struct produce<D, winrt::Windows::UI::Composition::Effects::ISceneLightingEffect> : produce_base<D, winrt::Windows::UI::Composition::Effects::ISceneLightingEffect>
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{
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int32_t __stdcall get_AmbientAmount(float* value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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*value = detach_from<float>(this->shim().AmbientAmount());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_AmbientAmount(float value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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this->shim().AmbientAmount(value);
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall get_DiffuseAmount(float* value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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*value = detach_from<float>(this->shim().DiffuseAmount());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_DiffuseAmount(float value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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this->shim().DiffuseAmount(value);
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall get_NormalMapSource(void** value) noexcept final try
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{
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clear_abi(value);
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typename D::abi_guard guard(this->shim());
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*value = detach_from<winrt::Windows::Graphics::Effects::IGraphicsEffectSource>(this->shim().NormalMapSource());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_NormalMapSource(void* value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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this->shim().NormalMapSource(*reinterpret_cast<winrt::Windows::Graphics::Effects::IGraphicsEffectSource const*>(&value));
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall get_SpecularAmount(float* value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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*value = detach_from<float>(this->shim().SpecularAmount());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_SpecularAmount(float value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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this->shim().SpecularAmount(value);
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall get_SpecularShine(float* value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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*value = detach_from<float>(this->shim().SpecularShine());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_SpecularShine(float value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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this->shim().SpecularShine(value);
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return 0;
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}
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catch (...) { return to_hresult(); }
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};
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#endif
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#ifndef WINRT_LEAN_AND_MEAN
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template <typename D>
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struct produce<D, winrt::Windows::UI::Composition::Effects::ISceneLightingEffect2> : produce_base<D, winrt::Windows::UI::Composition::Effects::ISceneLightingEffect2>
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{
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int32_t __stdcall get_ReflectanceModel(int32_t* value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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*value = detach_from<winrt::Windows::UI::Composition::Effects::SceneLightingEffectReflectanceModel>(this->shim().ReflectanceModel());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_ReflectanceModel(int32_t value) noexcept final try
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{
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typename D::abi_guard guard(this->shim());
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this->shim().ReflectanceModel(*reinterpret_cast<winrt::Windows::UI::Composition::Effects::SceneLightingEffectReflectanceModel const*>(&value));
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return 0;
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}
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catch (...) { return to_hresult(); }
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};
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#endif
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}
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WINRT_EXPORT namespace winrt::Windows::UI::Composition::Effects
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{
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inline SceneLightingEffect::SceneLightingEffect() :
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SceneLightingEffect(impl::call_factory_cast<SceneLightingEffect(*)(winrt::Windows::Foundation::IActivationFactory const&), SceneLightingEffect>([](winrt::Windows::Foundation::IActivationFactory const& f) { return f.template ActivateInstance<SceneLightingEffect>(); }))
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{
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}
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}
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namespace std
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{
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#ifndef WINRT_LEAN_AND_MEAN
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template<> struct hash<winrt::Windows::UI::Composition::Effects::ISceneLightingEffect> : winrt::impl::hash_base {};
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template<> struct hash<winrt::Windows::UI::Composition::Effects::ISceneLightingEffect2> : winrt::impl::hash_base {};
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template<> struct hash<winrt::Windows::UI::Composition::Effects::SceneLightingEffect> : winrt::impl::hash_base {};
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#endif
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}
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#endif
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