text: 
  out vec4 SV_Target;
  #ifdef GBUFFER_OPTIMIZATION
  in vec4 gl_FragCoord;
  #endif // GBUFFER_OPTIMIZATION
  #ifdef MSAA_OPTIMIZATION
  in int gl_SampleID;
  #endif // MSAA_OPTIMIZATION
  
  layout(location = TEXCOORD0)	in 	float4 	p_volume_tc; // TEXCOORD0;
  #ifdef USE_SJITTER
  layout(location = TEXCOORD1)	in 	float4 	p_volume_tcJ; // TEXCOORD1;
  #endif // USE_SJITTER
  
  #ifdef MSAA_OPTIMIZATION
  float4 _main ( v2p_volume I, uint iSample );
  #else
  float4 _main ( v2p_volume I );
  #endif
  
  void main()
  {
  	v2p_volume	I;
  	I.tc		= p_volume_tc;
  #ifdef USE_SJITTER
  	I.tcJ 		= p_volume_tcJ;
  #endif // USE_SJITTER
  #ifdef GBUFFER_OPTIMIZATION
  	I.hpos	= gl_FragCoord;
  #endif // GBUFFER_OPTIMIZATION
  
  #ifdef MSAA_OPTIMIZATION
  	SV_Target	= _main ( I, gl_SampleID );
  #else
  	SV_Target	= _main ( I );
  #endif
  }
  