Remove all unneed gamma correction when advanced pipeline off
Except for the colorization stuff
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86393ba0a9
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e5cdf3a086
@ -30,9 +30,6 @@ void main(void)
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}
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vec3 final_color = col.xyz * color.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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@ -16,9 +16,6 @@ void main(void)
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layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb;
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vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a);
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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@ -18,7 +18,8 @@ void main()
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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#if !defined(Advanced_Lighting_Enabled)
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float saturation = mask * 2.1;
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// For similar color
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float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
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#else
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float saturation = mask * 2.5;
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#endif
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@ -29,9 +30,5 @@ void main()
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}
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vec3 final_color = col.xyz * color.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha);
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}
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@ -28,9 +28,6 @@ void main(void)
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}
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vec3 final_color = col.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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@ -23,6 +23,7 @@ void main()
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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#if !defined(Advanced_Lighting_Enabled)
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// For similar color
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float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
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#else
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float saturation = mask * 2.5;
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@ -34,9 +35,6 @@ void main()
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}
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vec3 final_color = col.xyz * color.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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@ -21,6 +21,7 @@ void main(void)
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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#if !defined(Advanced_Lighting_Enabled)
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// For similar color
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float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
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#else
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float saturation = mask * 2.5;
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@ -32,9 +33,6 @@ void main(void)
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}
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vec3 final_color = col.xyz * color.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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@ -18,9 +18,6 @@ void main(void)
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}
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vec3 final_color = col.xyz * color.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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