}
if (metallicRoughness != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+ glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
}
if (ambientOcclusion != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);