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materialsystem2.dll.py
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materialsystem2.dll.py
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'''
Dumped With FrezzyHook.com https://frezzyhook.com
Thu, 21 Mar 2024 03:23:32 +0000
'''
class MaterialParamBuffer_t: # MaterialParam_t
m_value = 0x8 # CUtlBinaryBlock
class MaterialParamFloat_t: # MaterialParam_t
m_flValue = 0x8 # float
class MaterialParamInt_t: # MaterialParam_t
m_nValue = 0x8 # int32_t
class MaterialParamString_t: # MaterialParam_t
m_value = 0x8 # CUtlString
class MaterialParamTexture_t: # MaterialParam_t
m_pValue = 0x8 # CStrongHandle<InfoForResourceTypeCTextureBase>
class MaterialParamVector_t: # MaterialParam_t
m_value = 0x8 # Vector4D
class MaterialParam_t:
m_name = 0x0 # CUtlString
class MaterialResourceData_t:
m_materialName = 0x0 # CUtlString
m_shaderName = 0x8 # CUtlString
m_intParams = 0x10 # CUtlVector<MaterialParamInt_t>
m_floatParams = 0x28 # CUtlVector<MaterialParamFloat_t>
m_vectorParams = 0x40 # CUtlVector<MaterialParamVector_t>
m_textureParams = 0x58 # CUtlVector<MaterialParamTexture_t>
m_dynamicParams = 0x70 # CUtlVector<MaterialParamBuffer_t>
m_dynamicTextureParams = 0x88 # CUtlVector<MaterialParamBuffer_t>
m_intAttributes = 0xA0 # CUtlVector<MaterialParamInt_t>
m_floatAttributes = 0xB8 # CUtlVector<MaterialParamFloat_t>
m_vectorAttributes = 0xD0 # CUtlVector<MaterialParamVector_t>
m_textureAttributes = 0xE8 # CUtlVector<MaterialParamTexture_t>
m_stringAttributes = 0x100 # CUtlVector<MaterialParamString_t>
m_renderAttributesUsed = 0x118 # CUtlVector<CUtlString>
class PostProcessingBloomParameters_t:
m_blendMode = 0x0 # BloomBlendMode_t
m_flBloomStrength = 0x4 # float
m_flScreenBloomStrength = 0x8 # float
m_flBlurBloomStrength = 0xC # float
m_flBloomThreshold = 0x10 # float
m_flBloomThresholdWidth = 0x14 # float
m_flSkyboxBloomStrength = 0x18 # float
m_flBloomStartValue = 0x1C # float
m_flBlurWeight = 0x20 # float[5]
m_vBlurTint = 0x34 # Vector[5]
class PostProcessingLocalContrastParameters_t:
m_flLocalContrastStrength = 0x0 # float
m_flLocalContrastEdgeStrength = 0x4 # float
m_flLocalContrastVignetteStart = 0x8 # float
m_flLocalContrastVignetteEnd = 0xC # float
m_flLocalContrastVignetteBlur = 0x10 # float
class PostProcessingResource_t:
m_bHasTonemapParams = 0x0 # bool
m_toneMapParams = 0x4 # PostProcessingTonemapParameters_t
m_bHasBloomParams = 0x40 # bool
m_bloomParams = 0x44 # PostProcessingBloomParameters_t
m_bHasVignetteParams = 0xB4 # bool
m_vignetteParams = 0xB8 # PostProcessingVignetteParameters_t
m_bHasLocalContrastParams = 0xDC # bool
m_localConstrastParams = 0xE0 # PostProcessingLocalContrastParameters_t
m_nColorCorrectionVolumeDim = 0xF4 # int32_t
m_colorCorrectionVolumeData = 0xF8 # CUtlBinaryBlock
m_bHasColorCorrection = 0x110 # bool
class PostProcessingTonemapParameters_t:
m_flExposureBias = 0x0 # float
m_flShoulderStrength = 0x4 # float
m_flLinearStrength = 0x8 # float
m_flLinearAngle = 0xC # float
m_flToeStrength = 0x10 # float
m_flToeNum = 0x14 # float
m_flToeDenom = 0x18 # float
m_flWhitePoint = 0x1C # float
m_flLuminanceSource = 0x20 # float
m_flExposureBiasShadows = 0x24 # float
m_flExposureBiasHighlights = 0x28 # float
m_flMinShadowLum = 0x2C # float
m_flMaxShadowLum = 0x30 # float
m_flMinHighlightLum = 0x34 # float
m_flMaxHighlightLum = 0x38 # float
class PostProcessingVignetteParameters_t:
m_flVignetteStrength = 0x0 # float
m_vCenter = 0x4 # Vector2D
m_flRadius = 0xC # float
m_flRoundness = 0x10 # float
m_flFeather = 0x14 # float
m_vColorTint = 0x18 # Vector