fixed error where I accidentally used the diffusemap as a specular map
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@ -254,7 +254,7 @@ int main()
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//lighting->SetFloat("spotLight.quadratic", 0.032f);
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diffuseMap.BindTexture();
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diffuseMap.BindTexture(GL_TEXTURE1);
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specularMap.BindTexture(GL_TEXTURE1);
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for (size_t i = 0; i < allObjects.size(); i++)
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{
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