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replace expensive srgb conversion with a simple gamma ramp in chunk mesh builder
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@ -13,7 +13,7 @@ struct ChunkMeshBuilder {
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.init(
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position: SIMD3(position) + $0.position,
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normal: $0.normal,
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color: SIMD4(Color<Float>(color).linear),
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color: SIMD4(Color<Float>(color).pow(2.2)), //FIXME: Better sRGB approximation when I can be bothered
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texCoord: $0.texCoord)
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})
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indices.append(contentsOf: sideIndices.map { orig + $0 })
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