#version 330 in vec3 normal; in vec3 position; in vec2 f_texcoord0; in vec2 f_texcoord1; in vec2 f_texcoord2; in vec2 f_texcoord3; in vec4 vertexColor; in vec3 tangent; in vec3 boneWeightsColored; uniform vec3 difLightDirection; uniform vec3 difLightColor; uniform vec3 ambLightColor; uniform int colorOverride; uniform int renderType; uniform int renderVertColor; uniform mat4 modelview; uniform int HasDiffuse; uniform sampler2D DiffuseMap; uniform sampler2D UVTestPattern; out vec4 FragColor; void main() { vec3 displayNormal = (normal.xyz * 0.5) + 0.5; FragColor = vec4(displayNormal.rgb,1); }