uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; uniform sampler2D SSAO; vec3 getLightFactor(float specMapValue) { vec2 tc = gl_FragCoord.xy / screen; vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz; vec3 SpecularComponent = texture(SpecularMap, tc).xyz; float ao = texture(SSAO, tc).x; vec3 tmp = DiffuseComponent + SpecularComponent * specMapValue; return tmp * ao; }