#include "material.hpp" namespace Fan { void Material::bind() const { shader->bind(); // Diffuse (slot 0) if (diffuse_map) { diffuse_map->bind(0); } else { Texture::unbind(0); } shader->set_int("u_material.diffuse", 0); // Specular (slot 1) if (specular_map) { specular_map->bind(1); } else { Texture::unbind(1); } shader->set_int("u_material.specular", 1); // Shininess shader->set_float("u_material.shininess", shininess); } } // namespace Fan