Before when I had a LDR system, I blended my foam particles on top of water like so:
F = SrcColor + (1 - SrcColor)*DstColor
This prevented the color from getting too bright since I wanted a white foam effect, not a bright "magic" effect. This is coming out too dark after tonemapping. Since the SrcColor is a "fake light" value from the texture, I tried scaling its values up to make it "HDR" but that breaks the (1 - SrcColor) since SrcColor can now be greater than 1. What is the proper way to do this with HDR and tonemapping?