 
 out vec4 fragColor;
 in vec2 out_TexCoord;
-in vec3 out_Normal;
+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

	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;
	}
	else if(renderStyle == 3)
	{

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