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)