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<@include gpu/Config.slh@><$VERSION_HEADER$>//  Generated on <$_SCRIBE_DATE$>////  debug_deferred_buffer.frag//  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@><@include gpu/Color.slh@><$declareColorWheel()$> TEXTURE(RENDER_UTILS_DEBUG_TEXTURE0, sampler2D, debugTexture0);TEXTURE(RENDER_UTILS_TEXTURE_SHADOW, sampler2DArrayShadow, shadowMaps); <@include ShadowCore.slh@> <$declareDeferredCurvature()$> <@include debug_deferred_buffer_shared.slh@> UNIFORM_BUFFER(RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS, parametersBuffer) {    DebugParameters parameters;}; float curvatureAO(float k) {    return 1.0f - (0.0022f * k * k) + (0.0776f * k) + 0.7369f;} INPUT(0, vec2, uv);OUTPUT(0, vec4, outFragColor); //SOURCE_PLACEHOLDER_BEGINvec4 getFragmentColor() {    DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);    return vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0);}//SOURCE_PLACEHOLDER_END  void main(void) {    outFragColor = getFragmentColor();}