uniform vec4 blackColor; uniform vec4 whiteColor; uniform int hasTexture0; uniform int debugShading; uniform int numTextureMaps; uniform sampler2D textures0; uniform sampler2D uvTestPattern; void main() { vec4 textureMap0 = vec4(1); if (numTextureMaps > 0) { if (hasTexture0 == 1) textureMap0 = texture2D(textures0, gl_TexCoord[0].st);; } if (debugShading == 0) { vec4 colorFrag = gl_Color * textureMap0; vec4 colorBlend = colorFrag * whiteColor; gl_FragColor = colorBlend; } if (debugShading == 1) gl_FragColor = vec4(textureMap0.rgb, 1); if (debugShading == 2) gl_FragColor = whiteColor; if (debugShading == 3) gl_FragColor = blackColor; if (debugShading == 4) gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st); }