@rust Luma is slightly problematic because it means gamma-compressed grayscale, and it'd be inaccurate to use it for linear light.
OTOH shader folks use RGBA for normals and height maps 🤷
@rust Luma is slightly problematic because it means gamma-compressed grayscale, and it'd be inaccurate to use it for linear light.
OTOH shader folks use RGBA for normals and height maps 🤷