Fixed a grass being too dark in some places.
It seems to be an inconsistency in using sRGB rendering.
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@ -23,7 +23,13 @@ void main()
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#ifdef Use_Bindless_Texture
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diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
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#endif
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#ifndef GL_ES
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diffusecolor.xyz *= pow(color.xyz, vec3(2.2));
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#else
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diffusecolor.xyz *= pow(color.xyz, vec3(1.0 / 2.2));
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#endif
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diffusecolor.a *= color.a;
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vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
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tmp = 2. * tmp - 1.;
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