8 class BSCullingProcess;
10 class BSShaderAccumulator;
35 return *precipDirection;
#define RELOCATION_ID(SE, AE)
Definition: PCH.h:711
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:875
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_Precipitation(static_cast< std::uint64_t >(685533))