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Re: [Public WebGL] WEBGL_compressed_texture_s3tc_srgb
And I need to add, a true solution to the entire problem should be to pass a linear space 16-bit per channel luminance value to the GPU, and the GPU negotiates with the display device how that is to reproduce. It's a true solution because a LDR 16-bit per channel value is sufficiently fine-grained to avoid banding issues, and the GPU negotiating how to reproduce it on display is a transparent abstraction to the application programmer, so it's ideal to reduce complexity.
It seems you haven’t read at the proposal yet.
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