/// @macro {Struct.BBMOD_DefaultShader} Shader for terrain materials. #macro BBMOD_SHADER_TERRAIN __bbmod_shader_terrain() /// @macro {Struct.BBMOD_DefaultMaterial} Base terrain material. #macro BBMOD_MATERIAL_TERRAIN __bbmod_material_terrain() /// @macro {Struct.BBMOD_DefaultShader} Shader for unlit terrain materials. #macro BBMOD_SHADER_TERRAIN_UNLIT __bbmod_shader_terrain_unlit() /// @macro {Struct.BBMOD_DefaultMaterial} Unlit terrain material. #macro BBMOD_MATERIAL_TERRAIN_UNLIT __bbmod_material_terrain_unlit() function __bbmod_shader_terrain() { static _shader = new BBMOD_DefaultShader( BBMOD_ShTerrain, BBMOD_VFORMAT_DEFAULT); return _shader; } function __bbmod_shader_terrain_unlit() { static _shader = new BBMOD_DefaultShader( BBMOD_ShTerrainUnlit, BBMOD_VFORMAT_DEFAULT); return _shader; } function __bbmod_material_terrain() { static _material = undefined; if (_material == undefined) { _material = new BBMOD_DefaultMaterial(BBMOD_SHADER_TERRAIN); _material.set_shader(BBMOD_ERenderPass.Shadows, BBMOD_SHADER_DEFAULT_DEPTH); _material.Mipmapping = mip_on; _material.Repeat = true; _material.AlphaTest = 0.01; _material.AlphaBlend = true; } return _material; } function __bbmod_material_terrain_unlit() { static _material = undefined; if (_material == undefined) { _material = BBMOD_MATERIAL_TERRAIN.clone(); _material.set_shader(BBMOD_ERenderPass.Forward, BBMOD_SHADER_TERRAIN_UNLIT); } return _material; } bbmod_shader_register("BBMOD_SHADER_TERRAIN", BBMOD_SHADER_TERRAIN); bbmod_shader_register("BBMOD_SHADER_TERRAIN_UNLIT", BBMOD_SHADER_TERRAIN); bbmod_material_register("BBMOD_MATERIAL_TERRAIN", BBMOD_MATERIAL_TERRAIN); bbmod_material_register("BBMOD_MATERIAL_TERRAIN_UNLIT", BBMOD_MATERIAL_TERRAIN_UNLIT);