- glUniform1i(glGetUniformLocation(pbrProg->progId, "albedoMap"), 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, albedoMap);
-
- 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());
-
- glUniform1i(glGetUniformLocation(pbrProg->progId, "prefilterMap"), 6);
- glActiveTexture(GL_TEXTURE6);
- glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->getPrefilterMap());
-
- glUniform1i(glGetUniformLocation(pbrProg->progId, "brdfMap"), 7);
- glActiveTexture(GL_TEXTURE7);
- glBindTexture(GL_TEXTURE_2D, skybox->getBRDFMap());
-
- pbr->draw();