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Framebuffer light intensity mapping extension - draft spec #2391

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@rsahlin rsahlin commented Apr 26, 2024

One way of declaring an extension that will provide a light scale factor to be used in shading to produce valid display output.
This is done by way of declaring that the output is some sort of framebuffer.
This is NOT a physical camera extension that defines aperture, shutter or ISO (exposure)

vec3 scaledRGB = RGB / max(R, max(G,B));


## Defining an asset to use KHR_framebuffer_value_mapping
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Can you add example renders comparing your tone mapping function to others, e.g. Linear, ACES, PBR Neutral and demonstrating the pros and cons compared to each? One model that might make for an interesting comparison is my 3D Macbeth color chart model.

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I can certainly include a couple of images of how glTFs will look using this extension with different maxLight values.

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