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#version 330 core
out vec4 fragColor;
in vec2 uv;
uniform sampler2D color;
uniform sampler2D normal;
uniform sampler2D depthStencil;
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
float d = texture(depthStencil, uv).r;
fragColor = n;
}
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