text: #pragma once
  #include "CBufferWriter.h"
  
  struct Material
  {
  	float4 Diffuse  = {};   /* Diffuse color RGBA */
  	float4 Ambient  = {};   /* Ambient color RGB */
  	float4 Specular = {};   /* Specular 'shininess' */
  	float4 Emissive = {};   /* Emissive color RGB */
  	float  Power    = 0.0f; /* Sharpness if specular highlight */
  
  	Material() = default;
  
  	explicit Material(const D3DMATERIAL8& rhs);
  
  	Material& operator=(const D3DMATERIAL8& rhs);
  
  	bool operator==(const Material& rhs) const;
  };
  
  CBufferBase& operator<<(CBufferBase& writer, const Material& material);
  