10 class BSCullingProcess;
12 class BSParticleShaderRainEmitter;
13 class BSShaderAccumulator;
39 return *precipDirection;
53 func(
this, a_emitter);
#define RELOCATION_ID(SE, AE)
Definition PCH.h:506
Definition Relocation.h:210
Definition BSCullingProcess.h:18
Definition BSParticleShaderRainEmitter.h:8
Definition NiSmartPointer.h:9
Definition Precipitation.h:23
BSCullingProcess * cullingProcess
Definition Precipitation.h:29
NiPointer< BSShaderAccumulator > accumulator
Definition Precipitation.h:28
std::uint64_t pad58
Definition Precipitation.h:30
REX::W32::XMFLOAT4X4 projection
Definition Precipitation.h:26
NiPointer< NiCamera > camera
Definition Precipitation.h:27
Definition Precipitation.h:17
static constexpr auto RTTI
Definition Precipitation.h:19
static NiPoint3 GetDirection()
Definition Precipitation.h:36
NiPointer< BSGeometry > currentPrecip
Definition Precipitation.h:58
std::uint32_t pad8C
Definition Precipitation.h:63
float lastCubeSize
Definition Precipitation.h:60
OcclusionMapData occlusionData
Definition Precipitation.h:57
NiPointer< BSGeometry > lastPrecip
Definition Precipitation.h:59
float currentParticleDensity
Definition Precipitation.h:61
void SetupMask()
Definition Precipitation.h:42
float lastParticleDensity
Definition Precipitation.h:62
void RenderMask(BSParticleShaderRainEmitter *a_emitter)
Definition Precipitation.h:49
static constexpr auto VTABLE
Definition Precipitation.h:20
Definition AbsorbEffect.h:6
constexpr std::array< REL::ID, 1 > VTABLE_Precipitation
Definition Offsets_VTABLE.h:12561
constexpr REL::ID RTTI_Precipitation(static_cast< std::uint64_t >(685533))