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GTASource/game/renderer/SSAO.psc
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

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<?xml version="1.0"?>
<ParserSchema xmlns="http://www.rockstargames.com/RageParserSchema"
generate="psoChecks">
<structdef type="MR_SSAO_Parameters" layoutHint="novptr" simple="true">
<Vector2 name="m_Dim"/>
<float name="m_FallOffRadius"/>
<float name="m_KernelSizePercentage"/>
<int name="m_MaxKernel_Lod0"/>
<int name="m_MaxKernel_Lod1"/>
<int name="m_LodToApply"/>
<int name="m_BottomLod"/>
<int name="m_NormalWeightPower"/>
<float name="m_DepthWeightPower"/>
<float name="m_Strength"/>
<int name="m_KernelType"/>
</structdef>
<structdef type="MR_SSAO_ScenePreset" layoutHint="novptr" simple="true">
<array name="m_Resolutions" type="member" size="3">
<struct type="MR_SSAO_Parameters" />
</array>
</structdef>
<structdef type="MR_SSAO_AllScenePresets" layoutHint="novptr" simple="true">
<array name="m_SceneType" type="member" size="2">
<struct type="MR_SSAO_ScenePreset" />
</array>
</structdef>
<structdef type="QS_SSAO_Parameters" layoutHint="novptr" simple="true">
<Vector2 name="m_Dim"/>
<int name="m_BlurPasses"/>
</structdef>
<structdef type="QS_SSAO_ScenePreset" layoutHint="novptr" simple="true">
<array name="m_Resolutions" type="member" size="3">
<struct type="QS_SSAO_Parameters" />
</array>
</structdef>
<structdef type="HDAO_Parameters" layoutHint="novptr" simple="true">
<string name="m_Quality" type="atString"/>
<bool name="m_Alternative"/>
<string name="m_BlurType" type="atString"/>
<float name="m_Strength" />
<float name="m_RejectRadius" />
<float name="m_AcceptRadius" />
<float name="m_FadeoutDist" />
<float name="m_NormalScale" />
<float name="m_WorldSpace" />
<float name="m_TargetScale" />
<float name="m_RadiusScale" />
<float name="m_BaseWeight" />
</structdef>
<structdef type="HDAO_ScenePreset" layoutHint="novptr" simple="true">
<array name="m_QualityLevels" type="member" size="3">
<struct type="HDAO_Parameters" />
</array>
</structdef>
<structdef type="HDAO2_Parameters" layoutHint="novptr" simple="true">
<string name="m_Quality" type="atString"/>
<bool name="m_UseFilter"/>
<float name="m_Strength" />
<float name="m_RejectRadius" />
<float name="m_AcceptRadius" />
<float name="m_FadeoutDist" />
<float name="m_NormalScale" />
</structdef>
<structdef type="HDAO2_ScenePreset" layoutHint="novptr" simple="true">
<array name="m_QualityLevels" type="member" size="3">
<struct type="HDAO2_Parameters" />
</array>
</structdef>
<structdef type="CPQSMix_Parameters" layoutHint="novptr" simple="true">
<float name="m_CPRelativeStrength"/>
<float name="m_QSRelativeStrength"/>
<float name="m_QSFadeInStart"/>
<float name="m_QSFadeInEnd"/>
<float name="m_QSRadius"/>
<float name="m_CPRadius"/>
<float name="m_CPNormalOffset"/>
</structdef>
<structdef type="HBAO_Parameters" layoutHint="novptr" simple="true">
<float name="m_HBAORelativeStrength"/>
<float name="m_CPRelativeStrength"/>
<float name="m_HBAORadius0"/>
<float name="m_HBAORadius1"/>
<float name="m_HBAOBlendDistance"/>
<float name="m_CPRadius"/>
<float name="m_MaxPixels"/>
<float name="m_CutoffPixels"/>
<float name="m_FoliageStrength"/>
<float name="m_HBAOFalloffExponent"/>
<float name="m_CPStrengthClose"/>
<float name="m_CPBlendDistanceMin"/>
<float name="m_CPBlendDistanceMax"/>
</structdef>
</ParserSchema>