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Represents a single OpenGL shader program. Each one should correlate to one fragment shader file, and one vertex shader file. Has a one-to-many relationship with positionables, and a many-to-many relationship with drawables.
Variables
ilG_material* ilG_material_default;
Represents a default shader program. Used mainly for testing and simple demos. Somewhat of a passthrough shader, but does camera rotations.
ilG_material* ilG_material_fromId(unsigned int id);
Converts a material ID to a material pointer.
void ilG_material_assignId(ilG_material*);
Assigns an ID to a material object.
void ilG_material_setId(ilG_material*, unsigned int id);
Sets the ID of a material object.