#if !defined EXIT_GLSL
#define EXIT_GLSL

#if defined DEBUG && ShaderStage <= -10

#elif defined DEBUG && ShaderStage < 50

#if DEBUG_VIEW == ShaderStage
/* DRAWBUFFERS:3 */
#elif DEBUG_VIEW < ShaderStage
/* DRAWBUFFERS:0 */
#endif

#elif defined DEBUG && ShaderStage == 7

//#if DEBUG_VIEW <= -10
//uniform sampler2D shadowcolor0;
//#elif DEBUG_VIEW < 50
//uniform sampler2D colortex4;
//#endif

#endif

void exit() {
#ifdef DEBUG
	#if ShaderStage < 7
		#if (DEBUG_VIEW < ShaderStage)
			discard;
		#elif (DEBUG_VIEW == ShaderStage)
			gl_FragData[0] = vec4(Debug, 1.0);
		#else
		#endif
	#else
		#if DEBUG_VIEW < 7
			gl_FragColor = vec4(texture(colortex3, texcoord).rgb, 1.0);
		#elif DEBUG_VIEW == 7
			gl_FragColor = vec4(Debug, 1.0);
		#endif
	#endif
#endif
}

#endif
