Comment by akomtu
17 hours ago
Emm.. no, you just do one render pass to a temp framebuffer with 1 red channel, then another fragment shader maps it to an RGB palette.
17 hours ago
Emm.. no, you just do one render pass to a temp framebuffer with 1 red channel, then another fragment shader maps it to an RGB palette.
Wait, does additional blending let you draw to temp framebuffers with high precision and without clamping? Even so you'd still need to know the maximum value of the temp framebuffer though.