I am trying to make a glow shader using separable gaussian blurring.
I have recently been inspired by the short youtube video "computer color is broken" and I have messed with it with color interpolation and boy his suggestion is beautiful!
A big thing the video talks about is that this principal should be applied to blurring, however I am pretty confused. I don't really know what to square when and what to sqrt when when values are being added. My current theory is each texture sample for the gaussian blur gets raised by the power of two weighted with a bell curve and added to a sum like usual. At the end the sum is square rooted, but i'm not sure if that is correct. Could someone please confirm? Would this make an appreciable difference that made things worth it?