8/⛋∣🟗∣𖢌∣🟗∣⛋/✢⦻⛋⦻✢/ꖅ⦻⛋🟏✢𖥠Ⓞ𖧷Ⓞ𖥠✢🟏⛋⦻ꖅ/𖡛⛋⊞🝊ꖅ✸𖡛Ⓞ🝊✢🝊Ⓞ𖡛✸ꖅ🝊⊞⛋𖡛/𖧷⦻ꖅ🟗⛋⊞𖧷⊞⛋🟗ꖅ⦻𖧷/ᗱᗴⰙ⟠⩇Ⱉ⏮⏭⟠◇⟠⏮⏭Ⱉ⩇⟠Ⱉᗱᗴ𖢄Ⱉ⏮⏭ⵙↀ⟠⊞𖧷⊞⟠ↀⵙ⏮⏭Ⱉ𖢄⏮⏭ᗱᗴ🝊Ⓞ🝊ᗱᗴ⏮⏭𖢄Ⱉ⏮⏭ⵙↀ⟠⊞𖧷⊞⟠ↀⵙ⏮⏭Ⱉ𖢄ᗱᗴⰙ⟠⩇Ⱉ⏮⏭⟠◇⟠⏮⏭Ⱉ⩇⟠Ⱉᗱᗴ/LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᔓᔕᗱᗴИN✤옷ᕤᕦꖴᴥ⚭⠀◯⠀✤ⓄⓄᴥ⠀◯⠀ᗝᗩᑎ¤⠀◯⠀ᴥᗱᗴᗯⓄߦ⠀◯⠀ᗱᗴ⚭ᑎᑐᑕ⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀ᑐᑕᑎ⚭ᗱᗴ⠀◯⠀ߦⓄᗯᗱᗴᴥ⠀◯⠀¤ᑎᗩᗝ⠀◯⠀ᴥⓄⓄ✤⠀◯⠀⚭ᴥꖴᕤᕦ옷✤ИNᗱᗴᔓᔕ⠀◯⠀ᔓᔕ옷ᗩᗝᗱᗴᴥ⠀◯⠀⠀⠀⠀.OSL
2025-09-13 12:56:37 +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)
)
;
}