}
ai.Get(AI_MATKEY_SHININESS, shininess);
ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
+ ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
+ ai.Get(AI_MATKEY_OPACITY, opacity);
+
ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
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);