SL-17702: PBR: Document lights are in linear from C++ side
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@ -100,7 +100,7 @@ void main()
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for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
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{
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vec3 lightColor = light_col[ light_idx ].rgb;
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vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor();
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float falloff = light_col[ light_idx ].a;
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float lightSize = light [ light_idx ].w;
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vec3 lv =(light [ light_idx ].xyz - pos);
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@ -106,7 +106,7 @@ void main()
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vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
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vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
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float lightSize = size;
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vec3 lightColor = color;
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vec3 lightColor = color; // Already in linear, see pipeline.cpp: volume->getLightLinearColor();
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vec3 c_diff, reflect0, reflect90;
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float alphaRough, specWeight;
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