smrendererv3/SMCode/SM.Base/Drawing/Material.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

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C#

#region usings
using OpenTK.Graphics;
using SM.OGL.Texture;
#endregion
namespace SM.Base.Scene
{
/// <summary>
/// Represents a material.
/// </summary>
public class Material
{
/// <summary>
/// A custom shader, that is used to draw this material.
/// </summary>
public MaterialShader CustomShader;
/// <summary>
/// The base texture. (aka. Diffuse Texture)
/// </summary>
public TextureBase Texture;
/// <summary>
/// The tint or color.
/// </summary>
public Color4 Tint = Color4.White;
}
}