/// @func BBMOD_ParticleMaterial([_shader]) /// /// @extends BBMOD_DefaultMaterial /// /// @desc A material that can be used for rendering particles. /// /// @param {Struct.BBMOD_Shader} [_shader] A shader that the material uses in /// the {@link BBMOD_ERenderPass.Forward} pass. Leave `undefined` if you would /// like to use {@link BBMOD_Material.set_shader} to specify shaders used in /// specific render passes. /// /// @see BBMOD_ParticleShader function BBMOD_ParticleMaterial(_shader=undefined) : BBMOD_DefaultMaterial(_shader) constructor { BBMOD_CLASS_GENERATED_BODY; static DefaultMaterial_copy = copy; /// @var {Real} Distance over which the particle smoothly dissappears when /// getting closer to geometry rendered in the depth buffer. Use values less /// or equal to 0 to disable the effect. Default value is 0. SoftDistance = 0.0; static copy = function (_dest) { DefaultMaterial_copy(_dest); _dest.SoftDistance = SoftDistance; return self; }; static clone = function () { var _clone = new BBMOD_ParticleMaterial(); copy(_clone); return _clone; }; }