0000/⟠∣ↀ∣∞∣ↀ∣⟠/✣🝍⟠🝍✣/ᗱᗴ🝍⟠⩙✣ꗳⓄ𖧷Ⓞꗳ✣⩙⟠🝍ᗱᗴ/ᕭᕮ⟠⊞🝊ᗱᗴ⨝ᕭᕮⓄ🝊✣🝊Ⓞᕭᕮ⨝ᗱᗴ🝊⊞⟠ᕭᕮ/ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ/ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁᗩИNᕤᕦᑎᗩᕤᕦᗱᗴ   ᕤᕦИNⵙᗝᗩ옷ᔓᔕ옷ᗩᗝⵙИNᕤᕦ   ИNᗱᗴߦⓄߦᗱᗴИN   ᕤᕦИNⵙᗝᗩ옷ᔓᔕ옷ᗩᗝⵙИNᕤᕦ   ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁᗩИNᕤᕦᑎᗩᕤᕦᗱᗴ/LƧO.⠀⠀⠀⠀ⵙ⠀ⵘ⠀ⵙ⠀꞉⠀ⵙ⠀⠿⠀ⵙ⠀ⵘ⠀ⵙ⠀⠿⠀ⵙ⠀◌⠀ⵙ⠀ⵔ⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀ⵘ⠀ⵙ⠀△⠀ⵙ⠀❋⠀ⵙ⠀⠿⠀ⵙ⠀∷⠀ⵙ⠀ⵔ⠀ⵙ⠀❋⠀ⵙ⠀∷⠀ⵙ⠀◌⠀ⵙ⠀⁂⠀ⵙ⠀·⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⠀⠀⚪⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀⚪⠀⠀⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀·⠀ⵙ⠀⁂⠀ⵙ⠀◌⠀ⵙ⠀∷⠀ⵙ⠀❋⠀ⵙ⠀ⵔ⠀ⵙ⠀∷⠀ⵙ⠀⠿⠀ⵙ⠀❋⠀ⵙ⠀△⠀ⵙ⠀ⵘ⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀ⵔ⠀ⵙ⠀◌⠀ⵙ⠀⠿⠀ⵙ⠀ⵘ⠀ⵙ⠀⠿⠀ⵙ⠀꞉⠀ⵙ⠀ⵘ⠀ⵙ⠀⠀⠀⠀.OSL
2025-06-13 13:38:09 +00:00

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shader O_52656_0_57864084_91_O_19_48046875_0_65625_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=(168/256),
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
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.),2.)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}