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	replace expensive srgb conversion with a simple gamma ramp in chunk mesh builder
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		@ -139,7 +139,7 @@ public extension Color where T: BinaryFloatingPoint {
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    if x < 0.04045 {
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      x / 12.92
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    } else {
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      T(pow((Double(x) + 0.055) / 1.055, 2.4))
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      T(Darwin.pow((Double(x) + 0.055) / 1.055, 2.4))
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    }
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  }
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@ -151,7 +151,7 @@ public extension Color where T: BinaryFloatingPoint {
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    } else if x < 0.0031308 {
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      x * 12.92
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    } else {
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      T(1.055 * pow(Double(abs(x)), 1 / 2.4) - 0.055)
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      T(1.055 * Darwin.pow(Double(abs(x)), 1 / 2.4) - 0.055)
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    }
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  }
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}
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@ -195,3 +195,15 @@ public extension Color where T: FloatingPoint {
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    }
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  }
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}
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public extension Color where T == Float {
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  func pow(_ exponent: T) -> Self {
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    Self(r: powf(r, exponent), g: powf(g, exponent), b: powf(b, exponent), a: a)
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  }
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}
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public extension Color where T == Double {
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  func pow(_ exponent: T) -> Self {
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    Self(r: Darwin.pow(r, exponent), g: Darwin.pow(g, exponent), b: Darwin.pow(b, exponent), a: a)
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  }
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}
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