demo · v132
HDR bloom: many bright spots blended into one rgba32float target
The use case: HDR rendering — particles, lens flares, post-process bloom. Each particle uses blend: { srcFactor: "one", dstFactor: "one" } additively into an rgba32float color attachment. Pre-132 the only blendable HDR target was rgba16float; v132 unlocks the full 32-bit-per-channel float for sub-pixel-precise HDR accumulation. Click run to render against your GPU.
float32-blendable: —
rgba32float target (132+)
requires float32-blendable feature; full HDR additive accumulation
rgba16float target (pre-132 fallback)
always blendable; clamps highlights earlier
Both canvases render the same particle field; on float32 the bright spots accumulate further before clipping. Highlights stay distinguishable at high overdraw — useful for bloom passes and physical-light rendering.
see also
- WebGPU float32 blending — feature index
- feature probe + single triangle
- Spec
- ChromeStatus entry