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