Tonemap Update and Code Reformatting
I haven’t done much in the way of large changes since last devlog but I have been reformatting much of my code to make it easier to read and use. The code should now look a lot cleaner. I also fixed the tonemapper as it was over over exposing the brighter spheres.
I also added a new tone map option that seems to be significantly better at representing bright colours than my prior two. The first one is purely clamping the HDR value to sRGB. As you may guess this leads to bright lights of most colours appearing white. I did have an alternative Reinhard tonemapper (v / (v + 1)) but that made everything look gray and desaturated as it applied the map to every colour channel individually causing all colours to look similar. The fix was to run the tone map with the brightest colour of the channel.
This new screenshot is done with the new tonemapper and is a great example of the new glass refraction. It is a bit dark sorry. This took >30min to render.
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