+ if (diffuseMap) {
+ glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
+ }
+ if (specularMap) {
+ glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, specularMap->texId);
+ }
+ if (normalMap) {
+ glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, normalMap->texId);
+ }