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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1.3 KiB
Plaintext

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) )
)
;
}