const uint FLW_MAT_DEPTH_TEST_OFF = 0u; const uint FLW_MAT_DEPTH_TEST_NEVER = 1u; const uint FLW_MAT_DEPTH_TEST_LESS = 2u; const uint FLW_MAT_DEPTH_TEST_EQUAL = 3u; const uint FLW_MAT_DEPTH_TEST_LEQUAL = 4u; const uint FLW_MAT_DEPTH_TEST_GREATER = 5u; const uint FLW_MAT_DEPTH_TEST_NOTEQUAL = 6u; const uint FLW_MAT_DEPTH_TEST_GEQUAL = 7u; const uint FLW_MAT_DEPTH_TEST_ALWAYS = 8u; const uint FLW_MAT_TRANSPARENCY_OPAQUE = 0u; const uint FLW_MAT_TRANSPARENCY_ADDITIVE = 1u; const uint FLW_MAT_TRANSPARENCY_LIGHTNING = 2u; const uint FLW_MAT_TRANSPARENCY_GLINT = 3u; const uint FLW_MAT_TRANSPARENCY_CRUMBLING = 4u; const uint FLW_MAT_TRANSPARENCY_TRANSLUCENT = 5u; const uint FLW_MAT_WRITE_MASK_COLOR_DEPTH = 0u; const uint FLW_MAT_WRITE_MASK_COLOR = 1u; const uint FLW_MAT_WRITE_MASK_DEPTH = 2u; struct FlwMaterial { bool blur; bool mipmap; bool backfaceCulling; bool polygonOffset; uint depthTest; uint transparency; uint writeMask; bool useOverlay; bool useLight; bool diffuse; };