forked from Mirrorlandia_minetest/minetest
Fix MSVC build (pow type overload stuff)
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@ -278,9 +278,9 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
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//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
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float light_amount = (8 - ambient_occlusion) / 4.0;
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float light_f = (float)light / 255.0;
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light_f = pow(light_f, 2.2); // gamma -> linear space
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light_f = pow(light_f, 2.2f); // gamma -> linear space
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light_f = light_f * light_amount;
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light_f = pow(light_f, 1.0/2.2); // linear -> gamma space
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light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
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if(light_f > 1.0)
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light_f = 1.0;
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light = 255.0 * light_f + 0.5;
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