function Material() { Object.defineProperties(this, { 'fp16RenderTargets': { enumerable: true, configurable: true, get: Material.prototype.__get_fp16RenderTargets, set: Material.prototype.__set_fp16RenderTargets}, 'blendingMode': { enumerable: true, configurable: true, get: Material.prototype.__get_blendingMode, set: Material.prototype.__set_blendingMode}, 'screenMaterial': { enumerable: true, configurable: true, get: Material.prototype.__get_screenMaterial, set: Material.prototype.__set_screenMaterial} }) } Material.prototype.__get_fp16RenderTargets = function() { return Polycode.Material__get_fp16RenderTargets(this.__ptr) } Material.prototype.__set_fp16RenderTargets = function(val) { Polycode.Material__set_fp16RenderTargets(this.__ptr, val) } Material.prototype.__get_blendingMode = function() { return Polycode.Material__get_blendingMode(this.__ptr) } Material.prototype.__set_blendingMode = function(val) { Polycode.Material__set_blendingMode(this.__ptr, val) } Material.prototype.__get_screenMaterial = function() { return Polycode.Material__get_screenMaterial(this.__ptr) } Material.prototype.__set_screenMaterial = function(val) { Polycode.Material__set_screenMaterial(this.__ptr, val) } Material.prototype.addShaderPass = function(pass) { Polycode.Material_addShaderPass(this.__ptr, pass) } Material.prototype.addShaderPassAtIndex = function(pass,shaderIndex) { Polycode.Material_addShaderPassAtIndex(this.__ptr, pass,shaderIndex) } Material.prototype.addShader = function(shader,shaderBinding) { Polycode.Material_addShader(this.__ptr, shader,shaderBinding) } Material.prototype.addShaderAtIndex = function(shader,shaderBinding,shaderIndex) { Polycode.Material_addShaderAtIndex(this.__ptr, shader,shaderBinding,shaderIndex) } Material.prototype.getNumShaderPasses = function() { return Polycode.Material_getNumShaderPasses(this.__ptr) } Material.prototype.removeShaderPass = function(shaderIndex) { Polycode.Material_removeShaderPass(this.__ptr, shaderIndex) } Material.prototype.recreateExpectedShaderParams = function() { Polycode.Material_recreateExpectedShaderParams(this.__ptr) } Material.prototype.addShaderRenderTarget = function(newTarget) { Polycode.Material_addShaderRenderTarget(this.__ptr, newTarget) } Material.prototype.getNumShaderRenderTargets = function() { return Polycode.Material_getNumShaderRenderTargets(this.__ptr) } Material.prototype.getShaderRenderTarget = function(index) { var retVal = new ShaderRenderTarget() retVal.__ptr = Polycode.Material_getShaderRenderTarget(this.__ptr, index) return retVal } Material.prototype.removeShaderRenderTarget = function(index) { Polycode.Material_removeShaderRenderTarget(this.__ptr, index) } Material.prototype.recreateRenderTarget = function(renderTarget) { Polycode.Material_recreateRenderTarget(this.__ptr, renderTarget) } Material.prototype.recreateRenderTargets = function() { Polycode.Material_recreateRenderTargets(this.__ptr) } Material.prototype.getName = function() { return Polycode.Material_getName(this.__ptr) } Material.prototype.getShaderPass = function(index) { var retVal = new ShaderPass() retVal.__ptr = Polycode.Material_getShaderPass(this.__ptr, index) return retVal } Material.prototype.getShaderBinding = function(index) { var retVal = new ShaderBinding() retVal.__ptr = Polycode.Material_getShaderBinding(this.__ptr, index) return retVal } Material.prototype.getShader = function(index) { var retVal = new Shader() retVal.__ptr = Polycode.Material_getShader(this.__ptr, index) return retVal } Material.prototype.loadMaterial = function(fileName) { Polycode.Material_loadMaterial(this.__ptr, fileName) } Material.prototype.setName = function(name) { Polycode.Material_setName(this.__ptr, name) } Material.prototype.clearShaders = function() { Polycode.Material_clearShaders(this.__ptr) }