 	else if(renderStyle == 2)
 	{
 		/* Normal coloring: Each component in the normals ranges from -1 to 1. Make them range from 0 to 1. */
-		fragColor.xyz = (out_Normal + vec3(1,1,1))/2;
+		fragColor.xyz = (out_Normal + 1)/2;
 	}
 	else if(renderStyle == 3)
 	{

	{
		fragColor.xyz = vec3(out_Depth, out_Depth, out_Depth);
	}
		

	// Change this depending on how you want the image to be rendered.
//	fragColor.xyz = out_Barycentric;
	
	
}


out vec4 fragColor;
in vec2 out_TexCoord;
in vec3 out_Normal;   // normal vector in eye coordinates
in vec3 out_Color;
in float out_Depth;   // Depth of fragment (range 0 through 1)
in vec3 out_EyeCoord; // position of fragment in eye coordinates
