#pragma once #include "FluidSim/AudioProcessing.hpp" #include #include namespace fluidsim::port::desktop { // Fixed absolute scale: vacuum blue, atmosphere green, >=1 MPa red. inline Vec3 pressure_tint(float pressure) { if(pressure<=101325) {float t=std::clamp(pressure/101325,0.f,1.f);return {.05f,.15f+.70f*t,1-.95f*t};} float t=std::sqrt(std::clamp((pressure-101325)/(1000000-101325),0.f,1.f)); return {.05f+.95f*t,.85f-.80f*t,.05f-.03f*t}; } }