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Re:Graveyard Keeper: How the graphics effects are made by garaetjjte on Friday November 02, 2018 @06:12AM (#18361855)
I think cause of this article problem is not that textures require some "untonemapping", but that they are typically stored with sRGB gamma, and thus should be converted to linear for lighting, and converted back to sRGB gamma in final pass. (either by explicitly using 2.2 gamma in shaders, or graphics API conversion, eg. in GL using GL_SRGB8_ALPHA8 format and sRGB framebuffer with enabled GL_FRAMEBUFFER_SRGB)

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