Fixed lights and added a bad gamma correction
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@@ -1,6 +1,7 @@
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#version 430
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uniform vec3 La;
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uniform float Gamma;
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D LightingTexture;
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@@ -18,5 +19,6 @@ void main()
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vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
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FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
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vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
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FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
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}
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@@ -13,11 +13,11 @@ uniform vec3 ls;
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uniform vec3 ld;
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uniform vec3 lp;
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uniform float LightRadius;
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const float specularExponent = 50.0;
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uniform float specularExponent;
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uniform vec3 CameraPosition;
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const vec3 ks = vec3(1.0, 0.0, 0.0);
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const vec3 kd = vec3(0.8, 0.8, 0.8);
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const vec3 ks = vec3(1.0, 1.0, 1.0);
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const vec3 kd = vec3(1.0, 1.0, 1.0);
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const vec3 ka = vec3(1.0, 1.0, 1.0);
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const float kshine = 1.0;
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