42 lines
1020 B
GLSL
42 lines
1020 B
GLSL
#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);
|
|
}
|