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 548B

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  1. shader O_52656_0_57864084_91_O_19_48046875_0_65625_O
  2. (
  3. float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
  4. float O_SENTHGIRB_O_BRIGHTNES_O=(168/256),
  5. float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
  6. output float O_REDAHS_O_SHADER_O=0.0
  7. )
  8. {
  9. O_REDAHS_O_SHADER_O=
  10. (
  11. 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.))
  12. *
  13. (1.-O_SENTHGIRB_O_BRIGHTNES_O)
  14. +1.
  15. -
  16. (1.-O_SENTHGIRB_O_BRIGHTNES_O)
  17. )
  18. ;
  19. }