 layout(constant_id = 1013) const bool flag_roughnessTexture = true;
 layout(constant_id = 1014) const bool flag_occlusionTexture = false;
 layout(constant_id = 1015) const bool flag_clearcoatTexture = false;
+layout(constant_id = 1016) const bool flag_tonemap = false;
 
 // Resources
 #ifndef GL_COMPUTE_SHADER

    sh[8] * (n.x * n.x - n.y * n.y)
  , 0.);
}
#endif

// Entrypoints

    }
  }

  if (flag_tonemap) {
    PixelColor[0].rgb = tonemap(PixelColor[0].rgb);
  }

  if (flag_alphaCutoff && PixelColor[0].a <= Material.alphaCutoff) {
    discard;
  }
