}
if (metallicRoughness != nullptr) {
glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
}
if (metallicRoughness != nullptr) {
glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);