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<@include gpu/Config.slh@><$VERSION_HEADER$>//  Generated on <$_SCRIBE_DATE$>////  debug_deferred_buffer.slf//  fragment shader////  Created by Clement on 12/3//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// <@include DeferredBufferRead.slh@> uniform sampler2D pyramidMap;uniform sampler2D occlusionMap;uniform sampler2D occlusionBlurredMap; in vec2 uv;out vec4 outFragColor; //SOURCE_PLACEHOLDER void main(void) {    outFragColor = getFragmentColor();}