@Tokenyet and @t.niese are pretty much correct.
You need to approximately power you final colour's rgb values by 1.0/2.2. Something on the line of this:
FragColor.rgb = pow(fragColor.rgb, vec3(1.0/gamma)); //gamma --> float = 2.2
Note: this should be the final/last statement in the fragment shader. Do all your lighting and colour calculations before this, or else the result will be weird because you will be mixing linear and non-linear lighting (calculations).
The reason you need to do gamma correction is because the human eye perceives colour differently to what the computer outputs.

If the light intensity (lux) increases by twice the amount, your eye indeed sees it twice as bright. However, the actual brightness, when increased by twice the amount, increases in a logarithmic (or exponential?, someone please correct me here) relationship. The constant of proportionality between the two lighting spaces is ^2.2 (or ^(1.0/2.2) if you want to go the inverse (which is what you are looking for.)).
For more info: Look at this great tutorial on gamma correction!
Note 2: This is an approximation. Each computer, program, API have their own auto gamma correction method. You system image viewer may have different gamma correction methods (or not even have any for that matter) compared to OpenGL
Note 3: Btw, if this does not work, there are manual methods to adjust the colour in the fragment shader, if you know.
#FEDE57 = RGB(254, 222, 87)
which converted into OpenGL colour coordinates is,
(254, 222, 87) / 255 = vec3(0.9961, 0.8706, 0.3412)