void Material::bind() const {
if (ambientOcclusion != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "material.albedoMap"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedo->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasAlbedo"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasAlbedo"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
}
if (normal != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasNormal"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasNormal"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
}
if (metallicRoughness != nullptr) {
glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasMetallicRoughness"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasMetallicRoughness"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
}
if (ambientOcclusion != nullptr) {
glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
- glUniform1i(glGetUniformLocation(progId, "material.hasAo"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
} else {
- glUniform1i(glGetUniformLocation(progId, "material.hasAo"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
}
}