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use super::PropertyChanged;
use super::Shader;
use rin_gl as gl;
use super::MaterialTransparency;
use rin_material::AlphaType;
pub static PRIORITY: i32 = 200;
impl super::Material for crate::skybox::SkyboxMaterial{
fn shaders(&self) -> PropertyChanged<Vec<Shader>>{
PropertyChanged::Always(vec![
gl::vertex_shader!("shaders/skybox.vs.glsl"),
gl::fragment_shader!("shaders/skybox.fs.glsl")
])
}
fn properties(&self) -> PropertyChanged<Vec<glin::Property>>{
#[cfg(feature="webgl")]
let property = PropertyChanged::Always(vec![
glin::Property::DepthFunc(gl::LEQUAL),
]);
#[cfg(not(feature="webgl"))]
let property = PropertyChanged::Always(vec![
glin::Property::DepthMask(false),
glin::Property::DepthFunc(gl::LEQUAL),
]);
property
}
fn transparency(&self) -> PropertyChanged<MaterialTransparency>{
PropertyChanged::Always(MaterialTransparency{
alpha_type: AlphaType::None,
is_translucent: true,
is_visible: true,
priority: Some(PRIORITY),
})
}
}