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test
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src/engine/renderer/glsl_source/lightMapping_fp.glsl

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@@ -176,6 +176,8 @@ void main()
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ReadLightGrid(texture3D(u_LightGrid1, lightGridPos), lightFactor, ambientColor, lightColor);
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// The light grid conversion from sRGB is done in C++ code when loading it.
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convertFromSRGB(lightColor, linearizeLightMap);
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convertFromSRGB(ambientColor, linearizeLightMap);
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color.rgb = ambientColor * r_AmbientScale * diffuse.rgb;
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#endif

src/engine/renderer/tr_bsp.cpp

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@@ -4157,8 +4157,8 @@ void R_LoadLightGrid( lump_t *l )
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if ( tr.worldLinearizeLightMap )
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{
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ambientColor[ j ] = convertFromSRGB( ambientColor[ j ] );
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directedColor[ j ] = convertFromSRGB( directedColor[ j ] );
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// ambientColor[ j ] = convertFromSRGB( ambientColor[ j ] );
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// directedColor[ j ] = convertFromSRGB( directedColor[ j ] );
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}
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}
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