     g_finalColor.rgb = (normalInfo.b + 1.0) / 2.0;
 #endif
 #if DEBUG == DEBUG_ALPHA
-    g_finalColor.rgb = vec3(baseColor.a);
+    g_finalColor.rgb = linearTosRGB(vec3(baseColor.a));
 #endif
 #if DEBUG == DEBUG_OCCLUSION && defined(HAS_OCCLUSION_MAP)
-    g_finalColor.rgb = vec3(ao);
+    g_finalColor.rgb = linearTosRGB(vec3(ao));
 #endif
 #if DEBUG == DEBUG_EMISSIVE_SRGB
     g_finalColor.rgb = linearTosRGB(f_emissive);

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

    g_finalColor.rgb = linearTosRGB(f_transmission);
#endif
#if DEBUG == DEBUG_TRANSMISSION_FACTOR
    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.transmissionFactor));
#endif
#endif
#ifdef MATERIAL_VOLUME
#if DEBUG == DEBUG_VOLUME_THICKNESS
    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.thickness));
#endif
#endif

    // Iridescence:
#ifdef MATERIAL_IRIDESCENCE
#if DEBUG == DEBUG_IRIDESCENCE_SRGB
    g_finalColor.rgb = linearTosRGB(f_diffuse + f_specular);
#endif
#if DEBUG == DEBUG_IRIDESCENCE_FACTOR
    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.iridescenceFactor));
#endif
#if DEBUG == DEBUG_IRIDESCENCE_THICKNESS
    g_finalColor.rgb = linearTosRGB(vec3(materialInfo.iridescenceThickness));
#endif
#endif
}
