 #version 430 core
 
 #include "deferred_common.glsl"
+
+#define AVERAGE_SAMPLES 0
 
 layout (local_size_x = 64) in;
 

	}

	vec4 nd = vec4( averageNormal, maxDepth );
	imageStore(outHalfNormalAndDepth, currentTexel, nd);
}


	ivec2 currentTexel = ivec2(gl_GlobalInvocationID.xy);

#if AVERAGE_SAMPLES
	float maxDepth = -1.0 / 0.0;
	vec3 averageNormal = vec3(0.0); // in view space

