assume textures are linear

this way it looks more like traditional renderer w/ lightmaps
This commit is contained in:
Ivan Avdeev 2021-09-06 13:43:51 -07:00 committed by Ivan Avdeev
parent 2b2552cd72
commit de611e159a
1 changed files with 2 additions and 1 deletions

View File

@ -91,7 +91,8 @@ void main() {
const float ray_cone_width = payload.pixel_cone_spread_angle * payload.t_offset;
const vec4 uv_lods = UVDerivsFromRayCone(gl_WorldRayDirectionEXT, normal, ray_cone_width, uvs, pos, matWorld);
const vec4 tex_color = textureGrad(textures[nonuniformEXT(tex_index)], texture_uv, uv_lods.xy, uv_lods.zw);
const vec3 base_color = pow(tex_color.rgb, vec3(2.));
//const vec3 base_color = pow(tex_color.rgb, vec3(2.));
const vec3 base_color = tex_color.rgb;// pow(tex_color.rgb, vec3(2.));
/* tex_color = pow(tex_color, vec4(2.)); */
/* const vec3 base_color = tex_color.rgb; */