+void shader_setMaterial(Material material, bool perVertexColor)
+{
+ glUniform1ui(uPerVertexColor, perVertexColor);
+ glUniform1ui(uMatTwoSided, !material.flags.singleSideLight);
+ glUniform3f(uMatDiffuse, material.diffuse.r, material.diffuse.g, material.diffuse.b);
+ glUniform3f(uMatAmbient, material.ambient.r, material.ambient.g, material.ambient.b);
+ glUniform3f(uMatSpecular, material.specular.r, material.specular.g, material.specular.b);
+ glUniform3f(uMatEmissive, material.emissive.r, material.emissive.g, material.emissive.b);
+ glUniform1f(uMatPower, material.power);
+ glUniform1f(uMatOpacity, material.opacity);
+}
+