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Tweak color gain factor to reduce disparity between walls and non-walls.
Also increases the brightness of *specifically* walls to make up for it, in content.
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@@ -39,5 +39,5 @@ void fragment()
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// We actually "add" energy to the wall here while blurring with the * 1.2.
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// Keep in mind that the wall is pitch black right now
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// so it'd look like half brightness of the surroundings otherwise..
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COLOR = sum * 1.2;
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COLOR = sum * 1.1;
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}
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