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In computer graphics, Mie theory describes the interactions between light and large (relative to the wavelength of light) particles in a medium. Simulating it is crucial in rendering convincing volumetric effects like fog, clouds, and smoke.
This article is primarily aimed at graphics programmers who already have a volume renderer that has a pluggable phase function. In other words, this is a tutorial about producing phase functions that you can easily use in a volume renderer.
While a common way to use GLSL, editing bare text files or embedded strings is not a scalable way to write programs.
This article will show how to make programming in GLSL more tolerable with linting and various means of code reuse.
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