save more material information,
hold default material in geometry separated, load diffuse color if texture cannot be opened, fixed gamma correction on the texture,
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@@ -61,7 +61,6 @@ 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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