Work on passes/pipeline, render targets
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@@ -1,7 +1,16 @@
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package renderer
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Material :: struct {
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shader_program: Shader_Program,
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texture: Texture, // Diffuse, normal etc later.
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// 'Name'?
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shader_program: ^Shader_Program,
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texture: ^Texture, // Diffuse, normal etc later.
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// uniforms, textures, etc.
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}
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create_material :: proc(program: ^Shader_Program, texture0: ^Texture) -> (Material, bool) {
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m: Material
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m.shader_program = program
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m.texture = texture0
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return m, true
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}
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