+ shininess = s;
+ shdata.uniform("material.shininess", shininess);
+ update_parameter(SHININESS);
+}
+
+void Material::bind() const
+{
+ if(set_current(this))
+ update_parameter(-1);
+}
+
+
+Material::Loader::Loader(Material &m):
+ DataFile::ObjectLoader<Material>(m)
+{
+ add("ambient", &Loader::ambient);
+ add("diffuse", &Loader::diffuse);
+ add("specular", &Loader::specular);
+ add("emission", &Loader::emission);
+ add("shininess", &Loader::shininess);
+}
+
+void Material::Loader::ambient(float r, float g, float b, float a)
+{
+ obj.set_ambient(GL::Color(r, g, b, a));
+}
+
+void Material::Loader::diffuse(float r, float g, float b, float a)
+{
+ obj.set_diffuse(GL::Color(r, g, b, a));
+}
+
+void Material::Loader::specular(float r, float g, float b, float a)
+{
+ obj.set_specular(GL::Color(r, g, b, a));
+}
+
+void Material::Loader::emission(float r, float g, float b, float a)
+{
+ obj.set_emission(GL::Color(r, g, b, a));