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