bool GenerateCode(CompiledDataCodeGenerated compiledData)
        {
            ////vertex
            //{
            //	var properties = new List<string>();
            //	properties.Add( "PositionOffset" );

            //	var generator = new ShaderGenerator();
            //	var code = generator.Process( this, properties, "vertex_", out string error );

            //	//process error
            //	if( !string.IsNullOrEmpty( error ) )
            //	{
            //		//!!!!

            //		return false;
            //	}

            //	//print to log
            //	if( code != null && shaderGenerationPrintLog )
            //		code.PrintToLog( GetDisplayName() + ", Vertex shader" );

            //	compiledData.vertexGeneratedCode = code;
            //}

            //fragment
            {
                var properties = new List <(Component, Metadata.Property)>();
                properties.Add((this, (Metadata.Property)MetadataGetMemberBySignature("property:" + nameof(Color))));

                var generator = new ShaderGenerator();
                int textureRegisterCounter = 1;
                var code = generator.Process(properties, "fragment_", ref textureRegisterCounter, out string error);

                //process error
                if (!string.IsNullOrEmpty(error))
                {
                    //!!!!

                    return(false);
                }

                //print to log
                if (code != null && shaderGenerationPrintLog)
                {
                    code.PrintToLog(GetDisplayName() + ", Fragment shader");
                }

                compiledData.fragmentGeneratedCode = code;
            }

            return(true);
        }
        protected override void OnResultCompile()
        {
            base.OnResultCompile();

            if (!IsSupported)
            {
                return;
            }

            if (Result != null)
            {
                return;
            }

            var result = new CompiledDataCodeGenerated();

            //!!!!temp? надо ли знать о создателе? пока сделано, чтобы параметры материала получить
            result.owner = this;

            //!!!!
            EngineThreading.ExecuteFromMainThreadWait(delegate()
            {
                //shader generation
                if (shaderGenerationCompile)
                {
                    if (!GenerateCode(result))
                    {
                        return;
                    }
                }

                //generate compile arguments
                var vertexDefines   = new List <(string, string)>();
                var fragmentDefines = new List <(string, string)>();
                {
                    //var generalDefines = new List<(string, string)>();
                    //generalDefines.Add( ( "LIGHTTYPE_" + lightType.ToString().ToUpper(), "" ) );

                    //vertexDefines.AddRange( generalDefines );
                    //fragmentDefines.AddRange( generalDefines );

                    if (shaderGenerationEnable)
                    {
                        ////vertex
                        //var vertexCode = result.vertexGeneratedCode;
                        //if( vertexCode != null )
                        //{
                        //	if( !string.IsNullOrEmpty( vertexCode.parametersBody ) )
                        //		vertexDefines.Add( ( "VERTEX_CODE_PARAMETERS", vertexCode.parametersBody ) );
                        //	if( !string.IsNullOrEmpty( vertexCode.samplersBody ) )
                        //		vertexDefines.Add( ( "VERTEX_CODE_SAMPLERS", vertexCode.samplersBody ) );
                        //	if( !string.IsNullOrEmpty( vertexCode.codeBody ) )
                        //		vertexDefines.Add( ( "VERTEX_CODE_BODY", vertexCode.codeBody ) );
                        //}

                        //fragment
                        var fragmentCode = result.fragmentGeneratedCode;
                        if (fragmentCode != null)
                        {
                            if (!string.IsNullOrEmpty(fragmentCode.parametersBody))
                            {
                                fragmentDefines.Add(("FRAGMENT_CODE_PARAMETERS", fragmentCode.parametersBody));
                            }
                            if (!string.IsNullOrEmpty(fragmentCode.samplersBody))
                            {
                                fragmentDefines.Add(("FRAGMENT_CODE_SAMPLERS", fragmentCode.samplersBody));
                            }
                            if (!string.IsNullOrEmpty(fragmentCode.shaderScripts))
                            {
                                fragmentDefines.Add(("FRAGMENT_CODE_SHADER_SCRIPTS", fragmentCode.shaderScripts));
                            }
                            if (!string.IsNullOrEmpty(fragmentCode.codeBody))
                            {
                                fragmentDefines.Add(("FRAGMENT_CODE_BODY", fragmentCode.codeBody));
                            }
                        }
                    }
                }

                {
                    string shaderFileName = Shader;
                    if (string.IsNullOrEmpty(shaderFileName))
                    {
                        return;
                    }

                    string error2;

                    //vertex program
                    var vertexProgram = GpuProgramManager.GetProgram("RenderingEffect_CodeGenerated_Vertex_",
                                                                     GpuProgramType.Vertex, @"Base\Shaders\EffectsCommon_vs.sc", vertexDefines, out error2);
                    if (!string.IsNullOrEmpty(error2))
                    {
                        result.error = GpuProgramManager.GetGpuProgramCompilationErrorText(this, error2);
                        Log.Warning(result.error);
                        result.Dispose();
                        return;
                    }

                    //fragment program
                    var fragmentProgram = GpuProgramManager.GetProgram("RenderingEffect_CodeGenerated_Fragment_",
                                                                       GpuProgramType.Fragment, shaderFileName, fragmentDefines, out error2);
                    if (!string.IsNullOrEmpty(error2))
                    {
                        result.error = GpuProgramManager.GetGpuProgramCompilationErrorText(this, error2);
                        Log.Warning(result.error);
                        result.Dispose();
                        return;
                    }

                    result.vertexProgram   = vertexProgram;
                    result.fragmentProgram = fragmentProgram;

                    //standard material architecture:
                    //var pass = GpuMaterialPass.CreatePass( vertexProgram, fragmentProgram );
                    //result.AllPasses.Add( pass );
                    //pass.SourceBlendFactor = SceneBlendFactor.One;
                    //pass.DestBlendFactor = SceneBlendFactor.Zero;
                }
            });

            Result = result;
        }