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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D gPosition;
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uniform sampler2D gNormal;
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uniform sampler2D gAlbedo;
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uniform sampler2D gLightSpacePos;
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uniform sampler2DShadow shadowMap;
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uniform sampler2D depthTex;
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uniform int debugMode; // 0 = final, 1 = position, 2 = normal, 3 = albedo, 4 = lightspace, 5 = depth
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void main()
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{
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if (debugMode == 1) {
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vec3 v = texture(gPosition, TexCoord).rgb;
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FragColor = vec4(v * 0.01 + 0.5, 1.0);
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return;
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}
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if (debugMode == 2) {
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vec3 n = normalize(texture(gNormal, TexCoord).rgb);
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FragColor = vec4(n * 0.5 + 0.5, 1.0);
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return;
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}
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if (debugMode == 3) {
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FragColor = texture(gAlbedo, TexCoord);
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return;
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}
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if (debugMode == 4) {
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FragColor = texture(gLightSpacePos, TexCoord);
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return;
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}
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if (debugMode == 5) {
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float d = texture(depthTex, TexCoord).r;
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FragColor = vec4(vec3(d), 1.0);
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return;
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}
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FragColor = vec4(0.0);
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}
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