vec4 aTexColor = textureLod (
sampler2D (uTextureSamplers[int (aMaterial.Kd.w)]), aTexCoord.st, 0.f);
- aMaterial.Kd.rgb *= (aTexColor.rgb, aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)
+ aMaterial.Kd.rgb *= (aTexColor.rgb * aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)
if (aTexColor.w != 1.0f)
{