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void MAIN()
{
vec3 rgb = uBaseColorSrgb.rgb;
float C1 = 0.305306011;
vec3 C2 = vec3(0.682171111, 0.682171111, 0.682171111);
vec3 C3 = vec3(0.012522878, 0.012522878, 0.012522878);
BASE_COLOR = vec4(rgb * (rgb * (rgb * C1 + C2) + C3), uBaseColorSrgb.a);
METALNESS = uMetalness;
ROUGHNESS = uRoughness;
SPECULAR_AMOUNT = uSpecularAmount;
}