 
 	ivec2 currentTexel = ivec2(gl_GlobalInvocationID.xy);
 
+#if AVERAGE_SAMPLES
 	float maxDepth = -1.0 / 0.0;
 	vec3 averageNormal = vec3(0.0); // in view space
 

	}

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

#version 430 core

#include "deferred_common.glsl"

#define AVERAGE_SAMPLES 0

layout (local_size_x = 64) in;

