Material ProcessMaterial() { Material material; material.Base = getTexel(vTexCoord.st); material.Normal = ApplyNormalMap(vTexCoord.st); material.Specular = texture(speculartexture, vTexCoord.st).rgb; material.Glossiness = uSpecularMaterial.x; material.SpecularLevel = uSpecularMaterial.y; #if defined(BRIGHTMAP) material.Bright = texture(brighttexture, vTexCoord.st); #endif return material; }