diff --git a/SimplePixelShader.hlsl b/SimplePixelShader.hlsl index 7c986d6..7427528 100644 --- a/SimplePixelShader.hlsl +++ b/SimplePixelShader.hlsl @@ -52,7 +52,7 @@ float4 main(VertexToPixel input) : SV_TARGET // view only needs calculated once, so pre-calculate here and pass it to lights float3 view = getView(cameraPosition, input.worldPosition); - float4 albedo = Albedo.Sample(BasicSampler, input.uv).rgba; + float4 albedo = pow(Albedo.Sample(BasicSampler, input.uv).rgba, 2.2f); float specular = 1; if (hasSpecularMap > 0) specular = Specular.Sample(BasicSampler, input.uv).r; float3 emit = float3(1, 1, 1); @@ -83,5 +83,5 @@ float4 main(VertexToPixel input) : SV_TARGET final = lerp(final, reflCol, getFresnel(input.normal, view, F0_NON_METAL)); } - return float4(final, albedo.a); + return float4(pow(final, 1.0f/2.2f), albedo.a); }