
#include "materialsystem2/imaterialsystem2.h"

native pointer HMaterial as NativeEngine.HMaterial

native accessor g_pMaterialSystem2 as NativeEngine.MaterialSystem2
{
	IMaterial CreateRawMaterial( string materialName, string shader, bool anonymous );
	IMaterial CreateProceduralMaterialCopy( IMaterial hSrcMaterial,  CastTo[ProceduralResourceType_t] int nResourceType, bool bRecreateStaticBuffers );

	// doesn't work, pResourceName becomes invalid
	IMaterial FindOrCreateMaterialFromResource( string pResourceName );

	void FrameUpdate();
}

