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	<title>Comments on: wavelength-based thinfilm interference</title>
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	<link>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/</link>
	<description>&#039;bout coding grafx &#38; more</description>
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		<title>By: Spectral Rendering on the GPU &#8211; now with bumps &#124; numb3r23</title>
		<link>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/#comment-3004</link>
		<dc:creator><![CDATA[Spectral Rendering on the GPU &#8211; now with bumps &#124; numb3r23]]></dc:creator>
		<pubDate>Tue, 26 Mar 2013 02:09:55 +0000</pubDate>
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		<description><![CDATA[[...] GLSL spectral rendering shader (here &amp; here) is now able to do some (environmental) bump-mapping. It does wavelength-based thinfilm [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] GLSL spectral rendering shader (here &amp; here) is now able to do some (environmental) bump-mapping. It does wavelength-based thinfilm [&#8230;]</p>
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		<title>By: Skybox from Screen-aligned quad + Cubemap &#124; numb3r23</title>
		<link>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/#comment-673</link>
		<dc:creator><![CDATA[Skybox from Screen-aligned quad + Cubemap &#124; numb3r23]]></dc:creator>
		<pubDate>Thu, 10 Jan 2013 23:47:53 +0000</pubDate>
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		<description><![CDATA[[...] wavelength-based illumination shader uses image-based-illumination using a cubemap. Without seeing the actual backdrop &#8211; a skybox [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] wavelength-based illumination shader uses image-based-illumination using a cubemap. Without seeing the actual backdrop &#8211; a skybox [&#8230;]</p>
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