trying to workaround gamma correction (remove from tga)
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@ -32,6 +32,7 @@ void main()
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// some values
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vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
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@ -60,6 +61,7 @@ void main()
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// final color after gama correction
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vec3 gamma = vec3(1.0/2.2);
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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//gl_FragColor = vec4(linearColor, surfaceColor.a);
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}
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else
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{
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