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make emissives work again
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@ -5,23 +5,7 @@ varying vec4 color;
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uniform sampler2D texture;
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//faster and actually more precise than pow 2.2
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// vec3 toLinear(vec3 sRGB){
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// return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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// }
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// vec3 viewToWorld(vec3 viewPosition) {
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// vec4 pos;
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// pos.xyz = viewPosition;
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// pos.w = 0.0;
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// pos = gbufferModelViewInverse * pos;
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// return pos.xyz;
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// }
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// vec3 worldToView(vec3 worldPos) {
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// vec4 pos = vec4(worldPos, 0.0);
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// pos = gbufferModelView * pos;
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// return pos.xyz;
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// }
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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