@interface MDLSkyCubeTexture : MDLTexture { float _highDynamicRangeCompressionLimit; struct CGColor { } *_groundColor; struct SkyDescriptor { float x0; float x1; float x2; float x3; float x4; float x5; float x6; float x7; float x8; float x9; float x10; float x11; float x12; float x13; float x14; float x15; float x16; float x17; struct Detail *x18; unsigned int x19; unsigned int x20; float x21; float x22; float x23; float x24; void *x25; } *_sky; } @property (nonatomic) float turbidity; @property (nonatomic) float sunElevation; @property (nonatomic) float sunAzimuth; @property (nonatomic) float upperAtmosphereScattering; @property (nonatomic) float groundAlbedo; @property (nonatomic) float horizonElevation; @property (nonatomic) struct CGColor { } *groundColor; @property (nonatomic) float gamma; @property (nonatomic) float exposure; @property (nonatomic) float brightness; @property (nonatomic) float contrast; @property (nonatomic) float saturation; @property (nonatomic) void /* unknown type, empty encoding */ highDynamicRangeCompression; - (void)dealloc; - (void)updateTexture; - (id)initWithName:(SEL)a0 channelEncoding:(id)a1 textureDimensions:(long long)a2 turbidity:(float)a3 sunElevation:(float)a4 sunAzimuth:(float)a5 upperAtmosphereScattering:(float)a6 groundAlbedo:(float)a7; - (id)initWithName:(SEL)a0 channelEncoding:(id)a1 textureDimensions:(long long)a2 turbidity:(float)a3 sunElevation:(float)a4 upperAtmosphereScattering:(float)a5 groundAlbedo:(float)a6; @end