//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
float light_amount = (8 - ambient_occlusion) / 4.0;
float light_f = (float)light / 255.0;
- light_f = pow(light_f, 2.2); // gamma -> linear space
+ light_f = pow(light_f, 2.2f); // gamma -> linear space
light_f = light_f * light_amount;
- light_f = pow(light_f, 1.0/2.2); // linear -> gamma space
+ light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
if(light_f > 1.0)
light_f = 1.0;
light = 255.0 * light_f + 0.5;