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Counter-Strike 2
Dota 2
Deadlock
Half-Life: Alyx
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TestScript
mapdoclib
5
CMapChoreoLocatorS
hapeType_t
CMapChoreoLoc
atorType_t
CSprayed
DataPreset
CSprayedDataPre
setElement
CSprayedDataSet
tingsBlock
materialsystem2
20
BloomB
lendMode_t
HorizJusti
fication_e
LayoutPosi
tionType_e
MaterialPar
amBuffer_t
MaterialPa
ramFloat_t
Material
ParamInt_t
MaterialPar
amString_t
MaterialPara
mTexture_t
MaterialPar
amVector_t
Mater
ialParam_t
MaterialReso
urceData_t
PostProcessingBloomPa
rameters_t
PostProcessingFogScatteringPa
rameters_t
PostProcessingLocalContrastPa
rameters_t
PostProcessingLocalExposurePa
rameters_t
PostProcessing
Resource_t
PostProcessingTonemapPa
rameters_t
PostProcessingVignettePa
rameters_t
VertJusti
fication_e
View
FadeMode_t
mathlib_extended
18
AABBWS_t
AABB_t
CF
useProgram
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ymbolTable
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tantInfo_t
FourQ
uaternions
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tionInfo_t
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ionIndex_t
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leAccess_t
FuseVaria
bleIndex_t
FuseVari
ableType_t
NoiseOscil
latorDef_t
NoiseS
treamDef_t
NoiseStream
Modifier_t
NoiseStreamTu
rbulence_t
NoiseSt
reamType_t
Pa
ckedAABB_t
Vari
ableInfo_t
met
3
EMater
ialLayer_t
EMaterial
Variable_t
Type
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Counter-Strike 2
materialsystem2
PostProcessingBloomParameters_t
PostProcessingBloomParameters_t
136 bytes (0x88), align 4
Source
Used by fields
PostProcessingResource_t
m_bloomParams
CBloomLayer
m_params
Also in
Dota 2
Deadlock
Half-Life: Alyx
differs
Fields
Name
Type
Offset
m_blendMode
BloomBlendMode_t
= "BLOOM_BLEND_ADD"
0
0x00
m_flBloomStrength
float32
= 2
4
0x04
m_flScreenBloomStrength
float32
= 1
8
0x08
m_flBlurBloomStrength
float32
= 1
12
0x0C
m_flBloomThreshold
float32
16
0x10
m_flBloomThresholdWidth
float32
= 1
20
0x14
m_flSkyboxBloomStrength
float32
= 1
24
0x18
m_flBloomStartValue
float32
= 1
28
0x1C
m_flComputeBloomStrength
float32
= 0.03
32
0x20
m_flComputeBloomThreshold
float32
= 1
36
0x24
m_flComputeBloomRadius
float32
= 0.6
40
0x28
m_flComputeBloomEffectsScale
float32
= 1
44
0x2C
m_flComputeBloomLensDirtStrength
float32
48
0x30
m_flComputeBloomLensDirtBlackLevel
float32
= 0.1
52
0x34
m_flBlurWeight
float32
[5]
= [0.2,0.2,0.2,0.2,0.2]
56
0x38
m_vBlurTint
Vector
[5]
= [[1,1,1],[1,1,1],[1,1,1],[1,1,1],[1,1,1]]
76
0x4C