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"../DuEngine/x64/Release/DuEngine.exe" %~n0.ini |
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// https://www.shadertoy.com/view/MlcGD7 | ||
// see also full black body spectrum: https://www.shadertoy.com/view/4tdGWM | ||
// deeper in fluids: https://www.shadertoy.com/view/XldGDM | ||
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void mainImage( out vec4 O, vec2 U ) | ||
{ | ||
U /= iResolution.xy; | ||
float y = 2.* U.y; | ||
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O = | ||
// secret 1 for natural colors for luminous phenomena: | ||
// - real-life color spectrum is never zero in any channel | ||
// - intensities are 0 to infinity | ||
// - captors (camera,eye) saturates early | ||
y > 1. ? vec4(1,1./4.,1./16.,1) * exp(4.*U.x - 1.) // i.e. exp(T) * exp(-z) | ||
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// secret 2 for natural colors for volumetric phenomena: | ||
// - transparency decrease as the power of distance ( T^l ) | ||
// - T value varies with frequency ( i.e. color channel ) | ||
// - real life transparency is never exactly 1 at any frequency | ||
: pow(vec4(.1, .7, .8, 1), vec4(4.*U.x)); | ||
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} |
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shader_frag = $Name.glsl | ||
channels_count = 1 | ||
iChannel0_type = London |
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python "../Scripts/_create.py" |
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"python" "../Scripts/_create.py" | ||
python "../Scripts/_create.py" |
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"../DuEngine/x64/Release/DuEngine.exe" %~n0.ini |
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