#region usings using OpenTK.Graphics; using SM.Base.Shaders; using SM.OGL.Texture; #endregion namespace SM.Base.Drawing { /// /// Represents a material. /// public class Material { public bool Blending = false; /// /// A custom shader, that is used to draw this material. /// public MaterialShader CustomShader; /// /// The base texture. (aka. Diffuse Texture) /// public TextureBase Texture; /// /// The tint or color. /// public Color4 Tint = Color4.White; /// /// This allows custom shaders to use own shader arguments. /// public ShaderArguments ShaderArguments { get; internal set; } = new ShaderArguments(); } }