Removed some of my earlier glActiveTexture calls. After reviewing the
code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls,
same results.
Fixed some misuse of glActiveTexture & glUniformi, mostly my fault.
Caught by --debug-gpu on Windows. Don't know why this appeared to be
working previously!
Plus some easy cleanup nearby.
At the moment this already shows that the depth is the same after the solid plates and in the very end of drawing, while they should be different. Later on we can adapt this to show different buffers we want to debug.
I am using near=0.1, far=2.0 for my tests. I decided not to make a doversion for near/far because this is for debugging only