LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᔓᔕᗱᗴИN✤옷ᕤᕦꖴᴥ8⠀◯⠀✤ⓄⓄᴥ⠀◯⠀ᗱᗴ8ᑎᑐᑕ⠀◯⠀ᙁᗩᑐᑕꖴᴥ✤ᗱᗴᙏ人ᔓᔕ⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀ᔓᔕ人ᙏᗱᗴ✤ᴥꖴᑐᑕᗩᙁ⠀◯⠀ᑐᑕᑎ8ᗱᗴ⠀◯⠀ᴥⓄⓄ✤⠀◯⠀8ᴥꖴᕤᕦ옷✤ИNᗱᗴᔓᔕ⠀◯⠀ᔓᔕ옷ᗩᗝᗱᗴᴥ⠀◯⠀⠀⠀⠀.OSL 1.7KB

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  1. shader O_REDAHS_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_SHADER_O
  2. (
  3. float O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O = ( 1. - sqrt( 1.- pow( dot(N,I) , 2. ) ) ),
  4. float O_TNEMTSUJDA_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_ADJUSTMENT_O = 0.,
  5. 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.)) ),
  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_RAENIL_O_LINEAR_GRADIENT_SHADER_O-1.), 3. ) ) , pow(3.,-1.) )
  12. *
  13. (1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O)
  14. +1.
  15. -
  16. (1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O)
  17. )
  18. ;
  19. }