flat in vec4 finalColor; #ifndef USE_WIRE in vec2 texCoord_interp; #endif out vec4 fragColor; #ifndef USE_WIRE uniform sampler2D image; #endif uniform int depthMode; void main() { #ifdef USE_WIRE fragColor = finalColor; #else fragColor = finalColor * texture(image, texCoord_interp); #endif if (depthMode == DEPTH_BACK) { gl_FragDepth = 0.999999; } else if (depthMode == DEPTH_FRONT) { gl_FragDepth = 0.000001; } else if (depthMode == DEPTH_UNCHANGED) { gl_FragDepth = gl_FragCoord.z; } }