let OpenGL handle sRGB conversion
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@@ -34,7 +34,7 @@ void lightPoint(int i);
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void main() {
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fragColor = vec4(pow(texture(tex, fragTexCoord).rgb, vec3(gamma)), 1.0f);
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fragColor = vec4(texture(tex, fragTexCoord).rgb, 1.0f);
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finalpha = alpha;
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light = ambient;
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