| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib [models] example - PBR material
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   This example has been created using raylib 1.8 (www.raylib.com)
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Copyright (c) 2017 Ramon Santamaria (@raysan5)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								********************************************************************************************/
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#include "raylib.h"
							 | 
						
						
						
							| 
								
							 | 
							
								#include "raymath.h"
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#include <stdio.h>
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#define RLIGHTS_IMPLEMENTATION
							 | 
						
						
						
							| 
								
							 | 
							
								#include "rlights.h"
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#define CUBEMAP_SIZE         512        // Cubemap texture size
							 | 
						
						
						
							| 
								
							 | 
							
								#define IRRADIANCE_SIZE       32        // Irradiance texture size
							 | 
						
						
						
							| 
								
							 | 
							
								#define PREFILTERED_SIZE     256        // Prefiltered HDR environment texture size
							 | 
						
						
						
							| 
								
							 | 
							
								#define BRDF_SIZE            512        // BRDF LUT texture size
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// PBR material loading
							 | 
						
						
						
							| 
								
							 | 
							
								static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								int main(void)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    // Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    const int screenWidth = 800;
							 | 
						
						
						
							| 
								
							 | 
							
								    const int screenHeight = 450;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
							 | 
						
						
						
							| 
								
							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Define the camera to look into our 3d world
							 | 
						
						
						
							| 
								
							 | 
							
								    Camera camera = { 0 };
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };    // Camera position
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.fovy = 45.0f;                                // Camera field-of-view Y
							 | 
						
						
						
							| 
								
							 | 
							
								    camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load model and PBR material
							 | 
						
						
						
							| 
								
							 | 
							
								    Model model = LoadModel("resources/pbr/trooper.obj");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Mesh tangents are generated... and uploaded to GPU
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
							 | 
						
						
						
							| 
								
							 | 
							
								    MeshTangents(&model.meshes[0]);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Define lights attributes
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: Shader is passed to every light on creation to define shader bindings internally
							 | 
						
						
						
							| 
								
							 | 
							
								    Light lights[MAX_LIGHTS] = {
							 | 
						
						
						
							| 
								
							 | 
							
								        CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader),
							 | 
						
						
						
							| 
								
							 | 
							
								        CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader),
							 | 
						
						
						
							| 
								
							 | 
							
								        CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader),
							 | 
						
						
						
							| 
								
							 | 
							
								        CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader)
							 | 
						
						
						
							| 
								
							 | 
							
								    };
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Main game loop
							 | 
						
						
						
							| 
								
							 | 
							
								    while (!WindowShouldClose())            // Detect window close button or ESC key
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        // Update
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        UpdateCamera(&camera);              // Update camera
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Send to material PBR shader camera view position
							 | 
						
						
						
							| 
								
							 | 
							
								        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
							 | 
						
						
						
							| 
								
							 | 
							
								        SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Draw
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								        BeginDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            ClearBackground(RAYWHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            BeginMode3D(camera);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawModel(model, Vector3Zero(), 1.0f, WHITE);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawGrid(10, 1.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            EndMode3D();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            DrawFPS(10, 10);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        EndDrawing();
							 | 
						
						
						
							| 
								
							 | 
							
								        //----------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // De-Initialization
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadModel(model);         // Unload skybox model
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    CloseWindow();              // Close window and OpenGL context
							 | 
						
						
						
							| 
								
							 | 
							
								    //--------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return 0;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
							 | 
						
						
						
							| 
								
							 | 
							
								// NOTE: PBR shader is loaded inside this function
							 | 
						
						
						
							| 
								
							 | 
							
								static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    Material mat = { 0 };       // NOTE: All maps textures are set to { 0 }
							 | 
						
						
						
							| 
								
							 | 
							
								    
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Get required locations points for PBR material
							 | 
						
						
						
							| 
								
							 | 
							
								    // NOTE: Those location names must be available and used in the shader code
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Set view matrix location
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Set PBR standard maps
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
							 | 
						
						
						
							| 
								
							 | 
							
								    
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load equirectangular to cubemap shader
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load irradiance (GI) calculation shader
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load reflection prefilter calculation shader
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#else
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Load bidirectional reflectance distribution function shader
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(PLATFORM_DESKTOP)
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#else
							 | 
						
						
						
							| 
								
							 | 
							
								    Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
							 | 
						
						
						
							| 
								
							 | 
							
								#endif
							 | 
						
						
						
							| 
								
							 | 
							
								    
							 | 
						
						
						
							| 
								
							 | 
							
								    // Setup required shader locations
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
							 | 
						
						
						
							| 
								
							 | 
							
								    Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadTexture(cubemap);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadTexture(texHDR);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Unload already used shaders (to create specific textures)
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrCubemap);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrIrradiance);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrPrefilter);
							 | 
						
						
						
							| 
								
							 | 
							
								    UnloadShader(shdrBRDF);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Set textures filtering for better quality
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Enable sample usage in shader for assigned textures
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
							 | 
						
						
						
							| 
								
							 | 
							
								    SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    // Set up material properties color
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_ALBEDO].color = albedo;
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_METALNESS].value = metalness;
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_ROUGHNESS].value = roughness;
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_OCCLUSION].value = 1.0f;
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_EMISSION].value = 0.5f;
							 | 
						
						
						
							| 
								
							 | 
							
								    mat.maps[MAP_HEIGHT].value = 0.5f;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return mat;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |