Dither the present pass #77
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elsie/liuverse#77
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The HDR target is
Rgba16Floaton WebGPU butRgba8Unormon every GL andWebGL2 backend, because
EXT_color_buffer_floatis what decides it. The presentpass then maps that through ACES and an exact sRGB encode.
Night is a smooth, dim gradient -- the sky, the fog falloff, the flashlight cone --
and 8 bits bands it visibly. The web build is the case that shows it, but any GL
desktop driver takes the same path.
Add interleaved-gradient noise of about half an LSB to the tonemapped color in
POST_BODY(liuverse-render/src/shaders.rs), beforecolor_mapping. One hashand one add, no pass, and it also cleans up the last banding from the ACES curve
on the 16-bit path.
Related: #78 and #84 both live in the same pass.