/// @func BBMOD_ParticleShader(_shader, _vertexFormat) /// /// @extends BBMOD_DefaultShader /// /// @desc Shader used by particle materials. /// /// @param {Asset.GMShader} _shader The shader resource. /// @param {Struct.BBMOD_VertexFormat} _vertexFormat The vertex format required by the shader. /// /// @see BBMOD_ParticleMaterial function BBMOD_ParticleShader(_shader, _vertexFormat) : BBMOD_DefaultShader(_shader, _vertexFormat) constructor { BBMOD_CLASS_GENERATED_BODY; static DefaultShader_set_material = set_material; static set_material = function (_material) { gml_pragma("forceinline"); DefaultShader_set_material(_material); shader_set_uniform_f( shader_get_uniform(shader_current(), "bbmod_SoftDistance"), _material.SoftDistance); return self; }; }