O/◯ᗩIᗝI⚭◯⚪◯⚭IᗝIᗩ◯ⵙ◯ᗩIᗝI⚭◯⚪◯⚭I.../◯✤ᴥᗩ◯ⵙ◯ᗩᴥ✤◯/◯ᗱᗴᴥᗩᗯ✤⏀Ⓞᔓᔕ◯ⵙ◯ᔓᔕⓄ⏀✤ᗯᗩᴥᗱᗴ◯/◯ᗝⵈ◯ⵙ◯ⵈᗝ◯/◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯.../◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИN.../LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᔓᔕᗱᗴИN...

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1.7 KiB
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shader O_REDAHS_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_SHADER_O
(
float O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O = ( 1. - sqrt( 1.- pow( dot(N,I) , 2. ) ) ),
float O_TNEMTSUJDA_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_ADJUSTMENT_O = 0.,
float O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O=log( (4.*atan(1.))-(1.*(1.-O_TNEMTSUJDA_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_ADJUSTMENT_O+0.)) ),
output float O_REDAHS_O_SHADER_O = 0.0
)
{
O_REDAHS_O_SHADER_O =
(
pow( (1.- pow(-(O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O-1.), 3. ) ) , pow(3.,-1.) )
*
(1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O)
)
;
}