void Model::ShaderLoadUniforms()
{
for (int i = 0; i < ModelData->textureNumber(); i++)
activeShader->loadUniform1i(GL_TEXTURE0 + i, i, ModelData->getTbo()[i]->TBO_Id(), activeShader->getVariableID("texture[" + to_string(i) + "]"));
for (int i = 0; i < ModelData->getMtlProperty().size(); i++)
{
activeShader->loadUniform4fv(&ModelData->getMtlProperty()[i].diffuseColor[0], activeShader->getVariableID("diffColor[" + to_string(i) + "]"));
activeShader->loadUniform4fv(&ModelData->getMtlProperty()[i].specularColor[0], activeShader->getVariableID("specColor[" + to_string(i) + "]"));
activeShader->loadUniform1f(ModelData->getMtlProperty()[i].specularFactor, activeShader->getVariableID("specFactor[" + to_string(i) + "]"));
}
activeShader->loadUniform1f((float)ModelData->isFakeLight(), activeShader->getVariableID("fakeLight"));
}