forge-hdr-tone-mapping

Apply HDR tone mapping to SDL GPU scenes with Reinhard or ACES operators.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-hdr-tone-mapping-nebulavenus
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: forge-hdr-tone-mapping
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-hdr-tone-mapping
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-hdr-tone-mapping-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

HDR tone mapping adds a two-pass rendering pipeline to convert high dynamic range content into display-referred images, preserving detail in bright areas and enabling filmic tonemapping.

Core Features & Use Cases

  • Two-pass rendering: Scene → HDR target, then tone map to the swapchain.
  • Supports Reinhard and ACES filmic operators with adjustable exposure.
  • Fullscreen blit pass and integration with SDL_GPU.

Quick Start

Create a floating-point HDR render target, implement the tone-mapping pass, and render the final image to the swapchain.

Frequently Asked Questions about forge-hdr-tone-mapping

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I apply HDR tone mapping to an SDL GPU scene?▼

HDR tone mapping in SDL GPU requires a two-pass pipeline: render your scene to a floating-point HDR target like R16G16B16A16_FLOAT, then apply a tone-map shader to the swapchain. This preserves bright detail and outputs a display-referred image.

What is the difference between Reinhard and ACES filmic tone mapping?▼

Reinhard and ACES are both filmic tone-mapping operators supported for HDR processing. ACES generally provides a more cinematic curve with better color rolloff in highlights, while Reinhard offers simpler global tonemapping with adjustable exposure control.

Do I need a floating-point render target for HDR tone mapping?▼

Yes, a floating-point HDR render target such as R16G16B16A16_FLOAT is required. You render the scene to this HDR target first, then tone-map it to the swapchain to preserve detail in bright areas before display.

Why does my SDL GPU scene lose detail in bright areas?▼

Bright detail loss happens when rendering directly to a low dynamic range swapchain. Implementing a two-pass HDR tone mapping pipeline with an intermediate floating-point target and exposure control preserves highlights before converting to the final display image.

Can I adjust exposure control when using ACES tone mapping?▼

Yes, exposure control is adjustable when applying either Reinhard or ACES filmic tone-map shaders. This allows you to tune the HDR to display-referred conversion process during the tone-mapping pass to the swapchain.