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Gamma correction
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@ -23,6 +23,7 @@ void main()
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vec2 coord = vec2(dx*floor(TexCoords.x/dx), dy*floor(TexCoords.y/dy));
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vec2 coord = vec2(dx*floor(TexCoords.x/dx), dy*floor(TexCoords.y/dy));
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vec3 tc = texture(screenTexture, coord).rgb;
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vec3 tc = texture(screenTexture, coord).rgb;
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FragColor = vec4(tc,1.0) * vig;
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float gamma = 2.2;
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FragColor = vec4(pow(tc, vec3(1.0/gamma)),1.0) * vig;
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}
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}
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@ -73,7 +73,7 @@ impl Default for PointLight {
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fn default() -> Self {
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fn default() -> Self {
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PointLight {
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PointLight {
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pos: vec3(0.0, 0.0, 0.0),
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pos: vec3(0.0, 0.0, 0.0),
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ambient: vec3(0.05, 0.05, 0.05),
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ambient: vec3(0.00, 0.00, 0.00),
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diffuse: vec3(0.8, 0.8, 0.8),
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diffuse: vec3(0.8, 0.8, 0.8),
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specular: vec3(1.0, 1.0, 1.0),
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specular: vec3(1.0, 1.0, 1.0),
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constant: 1.0,
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constant: 1.0,
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@ -100,7 +100,7 @@ impl Default for DirectionalLight {
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fn default() -> Self {
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fn default() -> Self {
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DirectionalLight {
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DirectionalLight {
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direction: vec3(-0.3, -1.0, -0.3),
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direction: vec3(-0.3, -1.0, -0.3),
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ambient: vec3(0.14, 0.14, 0.14),
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ambient: vec3(0.05, 0.05, 0.05),
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diffuse: vec3(0.4, 0.4, 0.4),
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diffuse: vec3(0.4, 0.4, 0.4),
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specular: vec3(0.5, 0.5, 0.5),
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specular: vec3(0.5, 0.5, 0.5),
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}
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}
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