+ glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
+ 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.diffuseMap"), 2);
+ glActiveTexture(GL_TEXTURE2);
+ if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);