Use gamma corrected decal
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6e2a11abd1
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@ -23,6 +23,7 @@ void main(void)
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#endif
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#endif
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vec4 detail = texture(Detail, uv_bis);
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detail.xyz = pow(detail.xyz, vec3(2.2));
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detail.rgb = detail.a * detail.rgb;
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color.rgb = detail.rgb + color.rgb * (1. - detail.a);
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float specmap = texture(SpecMap, uv).g;
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@ -29,6 +29,7 @@ void main(void)
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vec4 detail = texture(Detail, uv_bis);
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float specmap = texture(SpecMap, uv).g;
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#endif
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detail.xyz = pow(detail.xyz, vec3(2.2));
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detail.rgb = detail.a * detail.rgb;
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color.rgb = detail.rgb + color.rgb * (1. - detail.a);
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
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