- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::COLOR_SHADER );
- if( !(mImpl->mShader) )
+ Material material = Material::New( shader );
+ mImpl->mRenderer = Renderer::New( geometry, material );
+
+ mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
+ if( mBlendColor.a < 1.f )