/// @var {Struct.BBMOD_Vec3} /// @private global.__bbmodCameraPosition = new BBMOD_Vec3(); /// @var {Real} Distance to the far clipping plane. /// @private global.__bbmodZFar = 1.0; /// @var {Real} /// @private global.__bbmodCameraExposure = 1.0; /// @func bbmod_camera_get_position() /// /// @desc Retrieves the position of the camera that is passed to shaders. /// /// @return {Struct.BBMOD_Vec3} The camera position. /// /// @see bbmod_camera_set_position function bbmod_camera_get_position() { gml_pragma("forceinline"); return global.__bbmodCameraPosition; } /// @func bbmod_camera_set_position(_position) /// /// @desc Defines position of the camera passed to shaders. /// /// @param {Struct.BBMOD_Vec3} _position The new camera position. /// /// @see bbmod_camera_get_position function bbmod_camera_set_position(_position) { gml_pragma("forceinline"); global.__bbmodCameraPosition = _position; } /// @func bbmod_camera_get_zfar() /// /// @desc Retrieves distance to the far clipping plane passed to shaders. /// /// @return {Real} The distance to the far clipping plane. /// /// @see bbmod_camera_set_zfar function bbmod_camera_get_zfar() { gml_pragma("forceinline"); return global.__bbmodZFar; } /// @func bbmod_camera_set_zfar(_value) /// /// @desc Defines distance to the far clipping plane passed to shaders. /// /// @param {Real} _value The new distance to the far clipping plane. /// /// @see bbmod_camera_get_zfar function bbmod_camera_set_zfar(_value) { gml_pragma("forceinline"); global.__bbmodZFar = _value; } /// @func bbmod_camera_get_exposure() /// /// @desc Retrieves camera exposure value passed to shaders. /// /// @return {Real} The camera exposure value. /// /// @see bbmod_camera_set_exposure function bbmod_camera_get_exposure() { gml_pragma("forceinline"); return global.__bbmodCameraExposure; } /// @func bbmod_camera_set_exposure(_exposure) /// /// @desc Defines camera exposure value passed to shaders. /// /// @param {Real} _exposure The new camera exposure value. /// /// @see bbmod_camera_get_exposure function bbmod_camera_set_exposure(_exposure) { gml_pragma("forceinline"); global.__bbmodCameraExposure = _exposure; }