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; }