let OpenGL handle sRGB conversion
This commit is contained in:
@ -23,6 +23,6 @@ void main() {
|
||||
outputNormal.xyz = fragNormal;
|
||||
outputNormal.w = fragPosLightspaceZ;
|
||||
outputColor = texture(tex, fragTexCoord);
|
||||
outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
|
||||
outputColor = vec4(outputColor.rgb, outputColor.a);
|
||||
}
|
||||
|
||||
|
@ -34,7 +34,7 @@ void lightPoint(int i);
|
||||
|
||||
void main() {
|
||||
|
||||
fragColor = vec4(pow(texture(tex, fragTexCoord).rgb, vec3(gamma)), 1.0f);
|
||||
fragColor = vec4(texture(tex, fragTexCoord).rgb, 1.0f);
|
||||
|
||||
finalpha = alpha;
|
||||
light = ambient;
|
||||
|
Reference in New Issue
Block a user