O-/⚪ᗩ⚪I⚪ᗝ⚪І⚪Ẏ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪Ẏ⚪І⚪ᗝ⚪I⚪ᗩ⚪/⚪✤⚪ᴥ⚪ᗩ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪ᗩ⚪ᴥ⚪✤⚪/⚪ᗱᗴ⚪ᴥ⚪ᗩ⚪ᗯ⚪✤⚪ꗳ⚪Ⓞ⚪ᔓᔕ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪ᔓᔕ⚪Ⓞ⚪ꗳ⚪✤⚪ᗯ⚪ᗩ⚪ᴥ⚪ᗱᗴ⚪/⚪ЭЄ⚪ᗩ⚪Н⚪ߦ⚪ᗱᗴ⚪ᙏ⚪ЭЄ⚪Ⓞ⚪ߦ⚪✤⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪✤⚪ߦ⚪Ⓞ⚪ЭЄ⚪ᙏ⚪ᗱᗴ⚪ߦ⚪Н⚪ᗩ⚪ЭЄ⚪/◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯/◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИNᗱᗴߦⓄ◯ⵙ◯ⓄߦᗱᗴИN◯ᔓᔕ옷ᗩᗝꖴИNᕤᕦ◯ᙁᗩИNᕤᕦᑎᗩᕤᕦᗱᗴ◯/LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᔓᔕᗱᗴИN✤옷ᕤᕦꖴᴥ8⠀◯⠀✤ⓄⓄᴥ⠀◯⠀ᗱᗴ8ᑎᑐᑕ⠀◯⠀⠀⠀⠀⚪⠀⠀⠀⠀◯⠀ᑐᑕᑎ8ᗱᗴ⠀◯⠀ᴥⓄⓄ✤⠀◯⠀8ᴥꖴᕤᕦ옷✤ИNᗱᗴᔓᔕ⠀◯⠀ᔓᔕ옷ᗩᗝᗱᗴᴥ⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᔓᔕᗱᗴИN✤옷ᕤᕦꖴᴥ8⠀◯⠀✤ⓄⓄᴥ⠀◯⠀ᗱᗴ8ᑎᑐᑕ⠀◯⠀⠀⠀⠀⚪⠀⠀⠀⠀◯⠀ᑐᑕᑎ8ᗱᗴ⠀◯⠀ᴥⓄⓄ✤⠀◯⠀8ᴥꖴᕤᕦ옷✤ИNᗱᗴᔓᔕ⠀◯⠀ᔓᔕ옷ᗩᗝᗱᗴᴥ⠀◯⠀⠀⠀⠀.OSL
2023-11-27 02:43:43 +00:00

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shader O_REDAHS_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_SHADER_O
(
float O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O = (-sqrt(cos(.5*(4.*atan(1.))*( dot(N,I) )))+1.),
float O_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_O = 4.6875,
output float O_REDAHS_O_SHADER_O = 0.0
)
{
O_REDAHS_O_SHADER_O =
(
clamp(pow ( (cos(.5*(4.*atan(1.))*( O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O-1. ))) , 1. / ( 3 ) ), 0.0 , 1.0 )
*
((1./O_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_O) ) + ( 1.- (1./O_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_O) )
)
;
}