Post #1268877
2026-02-19 13:52 UTC
@rtn Then create a render pipeline + pass that copies from drawing_dest to the canvas applying the tone mapping function to each fragment.
Here's WebGPU Fundamentals on adding postprocessing passes to WebGPU, though it doesn't specifically cover HDR.
https://webgpufundamentals.org/webgpu/lessons/webgpu-image-adjustments.html
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@kbob@chaos.social 2026-02-19 13:53
@rtn Here's the reference I used on tone mapping functions. I actually made my own where saturated colors are less compressed, but is otherwise similar to Reinhard-Luminance mapping. https://64.github.io/tonemapping/ And here's an overview of setting it up in OpenGL. https://learnopengl.com/Advanced-Lighting/HDR I hope this gives you a starting point. 5/5