8 class BSCullingProcess;
10 class BSShaderAccumulator;
35 return *precipDirection;
#define RELOCATION_ID(a_se, a_ae)
Definition PCH.h:794
Definition BSCullingProcess.h:17
Definition NiSmartPointer.h:9
Definition Precipitation.h:19
BSCullingProcess * cullingProcess
Definition Precipitation.h:25
NiPointer< BSShaderAccumulator > accumulator
Definition Precipitation.h:24
std::uint64_t pad58
Definition Precipitation.h:26
NiPointer< NiCamera > camera
Definition Precipitation.h:23
DirectX::XMFLOAT4X4 projection
Definition Precipitation.h:22
Definition Precipitation.h:14
static constexpr auto RTTI
Definition Precipitation.h:16
static NiPoint3 GetDirection()
Definition Precipitation.h:32
NiPointer< BSGeometry > currentPrecip
Definition Precipitation.h:40
std::uint32_t pad8C
Definition Precipitation.h:45
float lastCubeSize
Definition Precipitation.h:42
OcclusionMapData occlusionData
Definition Precipitation.h:39
NiPointer< BSGeometry > lastPrecip
Definition Precipitation.h:41
float currentParticleDensity
Definition Precipitation.h:43
float lastParticleDensity
Definition Precipitation.h:44
Definition Relocation.h:1638
Definition AbsorbEffect.h:6
constexpr REL::VariantID RTTI_Precipitation(685533, 393318, 0x1ee7538)