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Hdr Issue with Blending

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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?

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Lights are additive, so why not just use additive blending ?


F = SrcColor + DstColor


If you still want to dim the background, use the alpha channel.


F = SrcColor + (alpha*DstColor)


Calculate a reasonable alpha value between 0..1 to simulate the dimm factor.

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