Currently, the "image" shader is clamping values between 0 and 1, causing problem on compositing out of range values. The "display" shader does not clamp as long as OCIO is not involved. With OCIO it also clamps, but not sure yet if that one is a bug.
Currently, the "image" shader is clamping values between 0 and 1, causing problem on compositing out of range values. The "display" shader does not clamp as long as OCIO is not involved. With OCIO it also clamps, but not sure yet if that one is a bug.
Here's a sample test change in the shader code:
Do a glReadPixels() to get the value of the red channel or use mrv2's color picker to see the values clamping at 0..1.