using System; using GlitchyEngine.Math; namespace GlitchyEngine.Renderer { public class Material : RefCounted { private Effect _effect ~ _?.ReleaseRef(); public this(Effect effect) { _effect = effect..AddRef(); } // public void Set(String name, VALUE)... // Float, Float2, Float3, Float4 // Color, ColorRGB, ColorRGBA // Matrix3x3, Matrix4x3, Matrix // Int, Int2, Int3, Int4 // UInt, UInt2, UInt3, UInt4 // Bool, Bool2, Bool3, Bool4 // Half, Half2, Half3, Half4 // Byte, Byte2, Byte3, Byte4 // Texture // Sampler } }