O/𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢⚪∣⚪𔗢⚪𖣠⚪𔗢⚪ᗝ⚪𔗢⚪𖣠⚪𔗢.../𖣠⚪𔗢⚪✤⚪𔗢⚪𖣠⚪𔗢⚪ᴥ⚪𔗢⚪𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢.../𖣠⚪𔗢⚪ᗱᗴ⚪𔗢⚪𖣠⚪𔗢⚪ᴥ⚪𔗢⚪𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪.../𖣠⚪𔗢⚪ЭЄ⚪𔗢⚪𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢⚪Н⚪𔗢⚪𖣠⚪.../◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯.../◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИN.../LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᔓᔕᗱᗴИN...

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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)
)
;
}