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The goal is to get 16-bit per channel HDR with only 32-bit per pixel and still have an additive blendable framebuffer. + +... + +If alpha is needed (for example doing particle blending), +then a different color channel decimation will be required such as this one, + +GA RA GA RA +BA GA BA GA +GA RA GA RA +BA GA BA GA + +This is now much closer to the Bayer Grid seen on common digital cameras. +Remember to keep 2 greens per one blue and one red. +The result here is 1/4 area chrominance. + +NOT FOR OLDER HARDWARE +====================== +Unfortunately this trick requires a render target format (16-bit dual channel) + not available on a bunch of older hardware (like Geforce 7 series, PS3, etc). +Will work on 360 however using an 16-bit integer format. ++