CBN / HDR + TEXTURE LAB

High-dynamic-range light, native surfaces

Running actual format and transfer GPU checks…

HDR cube-map sphere

Six real cube faces. Specular highlights exceed 1.0 in the floating-point target, then bloom and tone-map.

Compute + 3D slice raster

WGSL compute fills the volume. A native render pass adds a moving emissive slice, then ray-marching samples it.

RGBA16F / 4× resolve

13 color formats, typed storage, sRGB decoding and padded native transfers are checked on opening.