- /* glUniform3f(glGetUniformLocation(progId, "albedo"), 0.5f, 0.f, 0.f); */
- /* glUniform1f(glGetUniformLocation(progId, "metallic"), 0.2f); */
- /* glUniform1f(glGetUniformLocation(progId, "roughness"), 0.3f); */
- /* glUniform1f(glGetUniformLocation(progId, "ao"), 1.f); */
-
- /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
- /* glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a); */
- /* glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a); */
- /* glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess); */
- /* glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity); */
- /* glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex); */
- /* glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity); */
-
- /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
- /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
+ if (ambientOcclusion != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, albedo->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
+ }