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Light maps support (diffuse+specular+normal+emission)+imgui bugs
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@ -12,10 +12,16 @@ type Material struct {
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Name string
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ShaderProg shaders.ShaderProgram
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DiffuseTex uint32
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UnifLocs map[string]int32
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AttribLocs map[string]int32
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// Phong shading
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DiffuseTex uint32
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SpecularTex uint32
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NormalTex uint32
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EmissionTex uint32
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Shininess float32
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}
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func (m *Material) Bind() {
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@ -24,6 +30,15 @@ func (m *Material) Bind() {
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
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gl.ActiveTexture(gl.TEXTURE1)
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gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
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gl.ActiveTexture(gl.TEXTURE2)
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gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
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gl.ActiveTexture(gl.TEXTURE3)
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gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
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}
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func (m *Material) UnBind() {
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@ -32,6 +47,15 @@ func (m *Material) UnBind() {
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//TODO: Should we unbind textures here? Are these two lines needed?
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// gl.ActiveTexture(gl.TEXTURE0)
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// gl.BindTexture(gl.TEXTURE_2D, 0)
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// gl.ActiveTexture(gl.TEXTURE1)
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// gl.BindTexture(gl.TEXTURE_2D, 0)
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// gl.ActiveTexture(gl.TEXTURE2)
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// gl.BindTexture(gl.TEXTURE_2D, 0)
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// gl.ActiveTexture(gl.TEXTURE3)
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// gl.BindTexture(gl.TEXTURE_2D, 0)
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}
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func (m *Material) GetAttribLoc(attribName string) int32 {
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