#version 140 in vec3 inputPosition; in vec2 inputTexCoord; in vec3 inputNormal; uniform mat4 projection, modelview, normalMat; uniform int mode; out vec4 forFragColor; void main(){ gl_Position = projection * modelview * vec4(inputPosition, 1.0); vec4 normal = normalMat * vec4(inputNormal, 0.0); if(mode == 1) forFragColor = normal; if(mode == 2) forFragColor = vec4(inputNormal, 1.0); if(mode == 3) forFragColor = gl_Position; if(mode == 4) forFragColor = vec4(inputPosition, 1.0); if(mode == 5) forFragColor = vec4(inputTexCoord, 0.0, 1.0); }