Interactive real-time WebGPU spectral dispersion simulation. Light refracts through a physical 3D glass prism into Cauchy wavelength bands with dynamic multi-pass bloom and atmospheric dust.
| Parameter | WE Key | Type | Default | Description |
|---|---|---|---|---|
| Theme Preset | themepreset | combo | dark | Dark (black wall with bloom & dust) or Light (white wall with shadows & caustics) |
| Beam Width | beamwidth | slider | 0.025 | Physical width of the incoming collimated light beam |
| Camera FOV | camerafov | slider | 48 | Field of view angle in degrees |
| Beam Opacity | beamopacity | slider | 1 | Visibility and intensity of the incoming light sheet |
| Edge Falloff | edgefalloff | slider | 16 | Sharpness and soft boundary falloff of the beam |
| Rainbow Decay Rate | rainbowdecay | slider | 3.8 | Distance scale at which outgoing rainbow light attenuates |
| Decay Curvature | decaycurvature | slider | 3.7 | Curvature exponent of the rainbow distance fade |
| Refractive Index (n) | glassior | slider | 1.645 | Optical density of the 3D extruded prism body |
| Reflection Gain | reflectionstrength | slider | 2.14 | Specular and internal reflection intensity on glass faces |
| Environment Exposure | envexposure | slider | 2.3 | Exposure multiplier for ambient studio reflections |
| Bloom Strength | bloomstrength | slider | 0.7 | Intensity of the multi-pass high dynamic range beam bloom |
| Bloom Threshold | bloomthreshold | slider | 0.1 | Luminance cutoff before light generates bloom glow |
| Blur Radius | bloomradius | slider | 0.25 | Spread radius of the Gaussian blur passes |