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void MAIN()
{
vec2 uv = (gl_FragCoord.xy) / vec2(textureSize(NORMAL_ROUGHNESS_TEXTURE, 0));
BASE_COLOR = vec4(normalize(texture(NORMAL_ROUGHNESS_TEXTURE, uv).rgb), 1.0);
}
void MAIN()
{
vec2 uv = (gl_FragCoord.xy) / vec2(textureSize(NORMAL_ROUGHNESS_TEXTURE, 0));
BASE_COLOR = vec4(normalize(texture(NORMAL_ROUGHNESS_TEXTURE, uv).rgb), 1.0);
}