RGBA32F
RGBA32F is a texture or render target format used in computer graphics that stores color and alpha as four 32-bit floating point numbers. Each pixel consists of red, green, blue and alpha components, totaling 128 bits (16 bytes) per texel. This format provides full floating-point precision per channel, enabling a wide dynamic range and precise color and transparency values beyond the conventional 0.0 to 1.0 range.
Applications for RGBA32F include high dynamic range rendering, physically based rendering, post-processing, color grading, and scientific
Support and API mappings vary by graphics API. In OpenGL, the internal format is GL_RGBA32F. In DirectX,
Considerations for using RGBA32F include higher memory usage and bandwidth compared to fixed-point formats, which can