Disable "punchy" correction and add gamma correction
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@@ -238,10 +238,12 @@ float3 TonemapAGX(float3 linearColor)
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+ 0.1191 * color
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- 0.00232;
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color = agxAscCdl(color, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), float3(1.35, 1.35, 1.35), 1.4);
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// color = agxAscCdl(color, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), float3(1.35, 1.35, 1.35), 1.4);
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color = mul(color, AgXOutsetMatrix);
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color = pow(max(float3(0.0, 0.0, 0.0), color), float3(2.2, 2.2, 2.2));
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color = clamp(color, 0.0, 1.0);
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return color;
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