let OpenGL handle sRGB conversion
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@@ -23,6 +23,6 @@ void main() {
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outputNormal.xyz = fragNormal;
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outputNormal.w = fragPosLightspaceZ;
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outputColor = texture(tex, fragTexCoord);
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outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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outputColor = vec4(outputColor.rgb, outputColor.a);
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}
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