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✤옷ᕤᕦꖴᴥ⚭⠀◯⠀✤ⓄⓄᴥ⠀◯⠀ᗝᗩᑎ¤⠀◯⠀ᴥᗱᗴᗯⓄߦ⠀◯⠀ᗱᗴ⚭ᑎᑐᑕ⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀ᑐᑕᑎ⚭ᗱᗴ⠀◯⠀ߦⓄᗯᗱᗴᴥ⠀◯⠀¤ᑎᗩᗝ⠀◯⠀ᴥⓄⓄ✤⠀◯⠀⚭ᴥꖴᕤᕦ옷✤ИNᗱᗴᔓᔕ⠀◯⠀ᔓᔕ옷ᗩᗝᗱᗴᴥ⠀◯⠀⠀⠀⠀.OSL
2023-11-27 02:43:43 +00:00

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shader O_REDAHS_OITAR_GNICAF_TOOR_DAUQ_REWOP_EBUC_1_MORF_DEREWOL_FO_EGNAR_EULAV_1_SUNIM_IP_GOL_SUNIM_1_O_1_MINUS_LOG_PI_MINUS_1_VALUE_RANGE_OF_LOWERED_FROM_1_CUBE_POWER_QUAD_ROOT_FACING_RATIO_SHADER_O
(
float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
float O_SENTHGIRB_O_BRIGHTNES_O=log((4.*atan(1.))-1.),
float O_REWOP_O_POWER_O = 3.,
float O_REWOP_TOOR_O_ROOT_POWER_O = 4.,
output float O_REDAHS_O_SHADER_O=0.0
)
{
O_REDAHS_O_SHADER_O=
(
pow((1.-pow(-(O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O-1.),O_REWOP_O_POWER_O)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}