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gamma correction 1/2.2 (linear -> sRGB) is missing if apply_lighting = false #2

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@karimknaebel

let color_tonemapped_gamma = pow(color_tonemapped.xyz, vec3<f32>(1.0/2.2)); //gamma correction
var color_tonemapped_gamma_rgba = vec4<f32>(color_tonemapped_gamma, color_linear.a);
// }
//just return directly the albedo
if !(GlobalBinds::params.apply_lighting >0u){
color_tonemapped_gamma_rgba = albedo;

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