Cleanup a couple more places where gamma curves were getting applied.
parent
14f02e48b8
commit
1f739cb7bc
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@ -43,7 +43,6 @@ void main()
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float shadow = 1.0;
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vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
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color.rgb = pow(color.rgb, vec3(2.2));
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color.rgb = fullbrightAtmosTransport(color.rgb);
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@ -70,8 +70,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = pow(ret.rgb, vec3(2.2));
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vec2 dist = tc-vec2(0.5);
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float det = max(1.0-lod/(proj_lod*0.5), 0.0);
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@ -87,8 +85,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = pow(ret.rgb, vec3(2.2));
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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@ -106,8 +102,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = pow(ret.rgb, vec3(2.2));
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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