#version 330 uniform vec4 blackColor; uniform vec4 whiteColor; uniform int hasTexture0; uniform int debugShading; uniform int numTextureMaps; uniform sampler2D textures0; uniform sampler2D uvTestPattern; in vec2 uv0; in vec4 vertexColor0; out vec4 fragColor; void main() { vec4 textureMap0 = vec4(1); vec4 textureMap1 = vec4(1); vec4 textureMap2 = vec4(1); if (numTextureMaps > 0) { if (hasTexture0 == 1) textureMap0 = texture2D(textures0, uv0); } if (debugShading == 0) { vec4 colorBlend = textureMap0 * whiteColor; vec3 blackBlend = (vec3(1) - textureMap0.rgb) + blackColor.rgb; fragColor = vertexColor0 * colorBlend; } else if (debugShading == 5) fragColor = vec4(textureMap0.rgb, 1); else if (debugShading == 1) fragColor = vertexColor0; else if (debugShading == 2) fragColor = whiteColor; else if (debugShading == 3) fragColor = blackColor; else if (debugShading == 4) fragColor = texture2D(uvTestPattern, uv0); }