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

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

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