<adsk_Shd_Glazing>.p: paramBlock2
<adsk_Shd_Glazing>.mode: integer
<adsk_Shd_Glazing>.lights: node array
<adsk_Shd_Glazing>.Use_lights: boolean
<adsk_Shd_Glazing>.ImplicitLights: node array
<adsk_Shd_Glazing>.refl_color: fRGBA color
<adsk_Shd_Glazing>.brdf_0_degree_refl: float
<adsk_Shd_Glazing>.refr_color: fRGBA color
<adsk_Shd_Glazing>.refl_depth: integer
<adsk_Shd_Glazing>.refr_depth: integer
<adsk_Shd_Glazing>.Connection_struct__0000__m: paramBlock2
<adsk_Shd_Glazing>.Connection_struct__0001__p: paramBlock2
<adsk_Shd_Glazing>.refl_color_connected: boolean
<adsk_Shd_Glazing>.refl_color_shader: texturemap
<adsk_Shd_Glazing>.refl_color_paramName: string
<adsk_Shd_Glazing>.brdf_0_degree_refl_connected: boolean
<adsk_Shd_Glazing>.brdf_0_degree_refl_shader: texturemap
<adsk_Shd_Glazing>.brdf_0_degree_refl_paramName: string
<adsk_Shd_Glazing>.refr_color_connected: boolean
<adsk_Shd_Glazing>.refr_color_shader: texturemap
<adsk_Shd_Glazing>.refr_color_paramName: string
<adsk_Shd_Glazing>.refl_depth_connected: boolean
<adsk_Shd_Glazing>.refl_depth_shader: texturemap
<adsk_Shd_Glazing>.refl_depth_paramName: string
<adsk_Shd_Glazing>.refr_depth_connected: boolean
<adsk_Shd_Glazing>.refr_depth_shader: texturemap
<adsk_Shd_Glazing>.refr_depth_paramName: string
<adsk_Shd_Glazing>.TheList: maxObject array
<adsk_Shd_Glazing>.Shader_Version: integer