@@ -293,17 +293,17 @@ void main()
293293 #ifdef FLAG_TEAMCOLOR
294294 vec4 teamMask = vec4(0.0, 0.0, 0.0, 0.0);
295295 teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
296- vec3 team_color = (base_color * teamMask.x) + (stripe_color * teamMask.y);
297- vec3 team_color_glow = (base_color * teamMask.b) + (stripe_color * teamMask.a);
296+ vec3 team_color = (( base_color - vec3(0.5)) * teamMask.x) + (( stripe_color - vec3(0.5)) * teamMask.y);
297+ vec3 team_color_glow = (( base_color - vec3(0.5)) * teamMask.b) + (( stripe_color - vec3(0.5)) * teamMask.a);
298298 #ifdef FLAG_HDR
299299 team_color = pow(team_color, vec3(SRGB_GAMMA));
300- team_color_glow = pow(team_color_glow, vec3(SRGB_GAMMA)) * 3.0f ;
300+ team_color_glow = pow(team_color_glow, vec3(SRGB_GAMMA)) * GLOW_MAP_SRGB_MULTIPLIER ;
301301 #endif
302302
303303 baseColor.rgb += team_color;
304304 baseColor.rgb = max(baseColor.rgb, vec3(0.0));
305305 specColor.rgb += team_color;
306- specColor.rgb = max(specColor.rgb, vec3(0.03f ));
306+ specColor.rgb = max(specColor.rgb, vec3(0.03 ));
307307 #endif
308308#endif
309309 // Lights aren't applied when we are rendering to the G-buffers since that gets handled later
@@ -350,7 +350,7 @@ void main()
350350 vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
351351 if(overrideGlow) glowColor = glowClr;
352352 #ifdef FLAG_HDR
353- glowColor = pow(glowColor, vec3(SRGB_GAMMA)) * 3.0f ;
353+ glowColor = pow(glowColor, vec3(SRGB_GAMMA)) * GLOW_MAP_SRGB_MULTIPLIER ;
354354 #endif
355355 #ifdef FLAG_MISC_MAP
356356 #ifdef FLAG_TEAMCOLOR
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