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Added initial gamma correction
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@@ -23,4 +23,7 @@ void main() {
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fragColor = vec4(result, 1.0);
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragNormal = outNormal;
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fragUV = outUV;
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fragUV = outUV;
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float gamma = 2.2;
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FragColor.rgb = pow(FragColor.rgb, vec3(1.0 / gamma));
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}
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}
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