- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "normalMap"), 1);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normalMap);
+
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "metallicMap"), 2);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, metallicMap);
+
+ glUniform1i(glGetUniformLocation(pbrProg->progId, "roughnessMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, roughnessMap);
+
+ 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());