uniform sampler2D diffuseTexture;
uniform sampler2D aoSampler;
uniform sampler2D ambientTexture;
uniform vec4 ambientColor;
out vec4 FragColor;
in vec2 texCoord;
void main()
{
float ambientOcclusion = texture(aoSampler, texCoord).r;
vec4 ambientPixel = texture(ambientTexture, texCoord);
FragColor = (ambientColor + ambientPixel) * texture(diffuseTexture, texCoord);
FragColor.rgb *= ambientOcclusion;
FragColor.a = ambientPixel.a;
// TODO: Implement IBL.
}