''' Created using https://github.com/a2x/cs2-dumper Thu, 7 Dec 2023 03:13:23 +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 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 m_floatParams = 0x28 # CUtlVector m_vectorParams = 0x40 # CUtlVector m_textureParams = 0x58 # CUtlVector m_dynamicParams = 0x70 # CUtlVector m_dynamicTextureParams = 0x88 # CUtlVector m_intAttributes = 0xA0 # CUtlVector m_floatAttributes = 0xB8 # CUtlVector m_vectorAttributes = 0xD0 # CUtlVector m_textureAttributes = 0xE8 # CUtlVector m_stringAttributes = 0x100 # CUtlVector m_renderAttributesUsed = 0x118 # CUtlVector 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