* display bokeh sample pattern, add bokeh shape, improve look
draw sample pattern to texture and display in ui to see number of samples and their arrangment
add bokeh shape controls
remove adhoc 'sqrt' pattern since display makes existing pattern easier to understand and it looks nicer.
switch to floating point color texture and leave lighting results in linear space until after dof is performed. provides better results and bright spots can make more noticeable bokeh shapes.
change default values to use take more samples at reduced resolution so initial experience when loading the sample is better looking image
* update screenshot, minor change to ui
fix height of ui element so scrollbar not required by default layout
update screenshot
* fix typo in texturev
atleast, i'm pretty sure that's a typo don't see a reason to set width twice
Win32/Linux version is from texturev. OSX uses native dialog instead of zenity.
win32 has a fix to support win32 target: OPENFILENAMEA customData is uintptr_t instead of uint64_t.
Texturev already supports exposure/stops as a way to view details in HDR textures. But results still clip to 1.0 due to 8 bits per channel back buffer. So not viable to view in native HDR.
Add UI menu to select scRGB (f16 HDR for windows) and HDR10 (pq/st2084 and rec2020 color primaries) and add shader code to properly display image. The intent is for SDR range content to look identical across all three modes. With additional details available in HDR modes when viewed on HDR monitor.
Running into trouble compiling fs_texture_array at the moment. So skipping the changes required in that shader.
*sdf.bin.h files changed because of changes in common.sh. Could roll the hdr code into a separate hdr.sh which would leave them be if that would be better?