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VARYING vec3 worldNormal;
void MAIN()
{
#if QSSG_ENABLE_NORMAL_PASS
FRAGCOLOR = vec4(worldNormal, 1.0);
#else
vec2 uv = (gl_FragCoord.xy) / vec2(textureSize(NORMAL_ROUGHNESS_TEXTURE, 0));
FRAGCOLOR = vec4(normalize(texture(NORMAL_ROUGHNESS_TEXTURE, uv).rgb), 1.0);
#endif
}