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