     g_finalColor.rgb = linearTosRGB(f_clearcoat);
 #endif
 #if DEBUG == DEBUG_CLEARCOAT_FACTOR
-    g_finalColor.rgb = vec3(materialInfo.clearcoatFactor);
+    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.clearcoatFactor));
 #endif
 #if DEBUG == DEBUG_CLEARCOAT_ROUGHNESS
-    g_finalColor.rgb = vec3(materialInfo.clearcoatRoughness);
+    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.clearcoatRoughness));
 #endif
 #if DEBUG == DEBUG_CLEARCOAT_NORMAL
     g_finalColor.rgb = (materialInfo.clearcoatNormal + vec3(1)) / 2.0;

    g_finalColor.rgb = linearTosRGB(f_sheen);
#endif
#if DEBUG == DEBUG_SHEEN_COLOR
    g_finalColor.rgb = materialInfo.sheenColorFactor;
#endif
#if DEBUG == DEBUG_SHEEN_ROUGHNESS
    g_finalColor.rgb = vec3(materialInfo.sheenRoughnessFactor);
#endif
#endif


    // MR:
#ifdef MATERIAL_METALLICROUGHNESS
#if DEBUG == DEBUG_METALLIC_ROUGHNESS
    g_finalColor.rgb = linearTosRGB(f_diffuse + f_specular);
#endif
#if DEBUG == DEBUG_METALLIC
    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.metallic));
#endif
#if DEBUG == DEBUG_ROUGHNESS
    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.perceptualRoughness));
#endif
#if DEBUG == DEBUG_BASE_COLOR_SRGB
    g_finalColor.rgb = linearTosRGB(materialInfo.baseColor);
