I am writing a Blinn Phong (LearnOpenGL tutorial) lighting and trying to get gamma corrected colors as final result.
Before i start digging about gamma correction, my lighting looks like this:
Then i spend all day reading about sRgb colorspace, and what is its meaning. I came up to conclusion that having gamma corrected colors results in better lighing quality.
I dont wanna bother myself with manually adjusting gamma in fragment shader. I can let opengl do it with enabling GL_FRAMEBUFFER_SRGB, and requesting sRgb capable framebufer.(?)
This is with enabled GL_FRAMEBUFFER_SRGB and textures loaded in GL_RGB format:
This is expected results. Colors a more brighter, because sampled textures are color corrected twice.(?)
This is with enabled GL_FRAMEBUFFER_SRGB and textures loaded in GL_SRGB format:
This is unexpected results. Everything is too dark, and no diffuse color visible, only specular.
My question is:
To let opengl do gamma correction on its own (according to LearnOpenGL tutorial), i need to:
• have a framebuffer with SRGB support;
• load textures with SRGB flag;
What im doing wrong, or maby i miss something important?
Update: diffuse texture loaded with GL_SRGB format, while specular in GL_RGB. In last image it seems like diffuse color is totally attenuated(?), while specular sampled as expected. My attenuation function is:
float attenuation = max(1.0 - distance / light.radius, 0.0);