I'm not exactly sure if the results I'm getting are correct, can someone tell me if this is how it should look like?
This is what I do in my deferred renderer:
- Render GBuffer (nothing happening here)
- Render light to accumulation buffer (read specular albedo as linear, meaning pow(color, 2.2f))
- Compose Pass (read albedo from gbuffer as linear and combine it with the lighting but don't convert back)
- Do post processing
- Do tonemapping and write back to the backbuffer (which is R8G8B8A8_UNORM_SRGB)
Is that the correct way of doing it ?
And here's some screens: