glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, roughnessMap);
- glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 3);
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "aoMap"), 4);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, aoMap);
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "irradianceMap"), 5);
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getIrradianceMap());
+
pbr->draw();
for (Light &light: lights) drawLight(light);