# Rendering ## Materials You can load your own shader code, written in GLSL, by specifying a material's vertex amd fragment shaders, under `materials` in the `assets.json` file. ```rust struct MaterialAssetParams { pub id: String, pub fragment_shader_path: String, pub vertex_shader_path: String, } ``` Currently, materials are limited to post-processing. The material that will be used is set by referencing the material's id, under `post_processing`, in a config file. If no material has been defined, or if it has been set to `none`, there will be no post-processing.