   Floating point target and GL_MAX blending
  Hi all !I'm trying to implement a basic version of "Efficient Depth peeling via bucket Sort" (HPG 2009). So I use MRT, 32-bit floating point target and MAX blending, but it's not working :( According to OpenGL doc of glBlendEquation(): "For these equations all color components are understood to have values in the range [0..1] .... The results of these equations are clamped to the range [0..1]" so that means I can't use floating point target with GL_MAX blending ?Does anyone know the extension (or another way) to bypass this limitation ?Thx   