Fix deferred rendering with albedo texture
@@ -4,7 +4,7 @@ uniform float roughness;
uniform vec4 albedo;
#ifdef USE_ALBEDO_TEXTURE
-uniform sampler2D tex;
+uniform sampler2D albedoTexture;
#endif
#ifdef USE_METALLIC_ROUGHNESS_TEXTURE
@@ -19,7 +19,7 @@ void main()
vec3 normal = normalize(gl_FrontFacing ? nor : -nor);
vec4 color;
#ifdef USE_ALBEDO_TEXTURE
- color = albedo * texture(tex, vec2(uvs.x, 1.0 - uvs.y));
+ color = albedo * texture(albedoTexture, vec2(uvs.x, 1.0 - uvs.y));
#else
color = albedo;
#endif
