assume textures are linear
this way it looks more like traditional renderer w/ lightmaps
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@ -91,7 +91,8 @@ void main() {
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const float ray_cone_width = payload.pixel_cone_spread_angle * payload.t_offset;
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const vec4 uv_lods = UVDerivsFromRayCone(gl_WorldRayDirectionEXT, normal, ray_cone_width, uvs, pos, matWorld);
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const vec4 tex_color = textureGrad(textures[nonuniformEXT(tex_index)], texture_uv, uv_lods.xy, uv_lods.zw);
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const vec3 base_color = pow(tex_color.rgb, vec3(2.));
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//const vec3 base_color = pow(tex_color.rgb, vec3(2.));
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const vec3 base_color = tex_color.rgb;// pow(tex_color.rgb, vec3(2.));
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/* tex_color = pow(tex_color, vec4(2.)); */
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/* const vec3 base_color = tex_color.rgb; */
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