Add specular map and abstract loading textures
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@@ -2,7 +2,7 @@
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struct Material {
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sampler2D diffuse;
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vec3 specular;
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sampler2D specular;
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float shininess;
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};
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@@ -35,7 +35,7 @@ void main() {
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 specular = light.specular * (spec * material.specular);
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
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color = vec4(ambient + diffuse + specular, 1.0);
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};
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