LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᗱᗴ人ᗱᗴ⠀◯⠀✤ИNᗱᗴᴥᗩߦᔓᔕИNᗩᴥ✤⠀◯⠀ᔓᔕᗱᗴИN✤옷ᕤᕦꖴᴥ⚭⠀◯⠀✤ⓄⓄᴥ⠀◯⠀ᗱᗴ⚭ᑎᑐᑕ⠀◯⠀ᙁᗩᑐᑕꖴᴥ✤ᗱᗴᙏ人ᔓᔕ⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀ᔓᔕ人ᙏᗱᗴ✤ᴥꖴᑐᑕᗩᙁ⠀◯⠀ᑐᑕᑎ⚭ᗱᗴ⠀◯⠀ᴥⓄⓄ✤⠀◯⠀⚭ᴥꖴᕤᕦ옷✤ИNᗱᗴᔓᔕ⠀◯⠀✤ᴥᗩИNᔓᔕߦᗩᴥᗱᗴИN✤⠀◯⠀ᗱᗴ人ᗱᗴ⠀◯⠀ᔓᔕ옷ᗩᗝᗱᗴᴥ⠀◯⠀⠀⠀⠀.OSL 2.8KB

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  1. shader O_REDAHS_EYE_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_EYE_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. float O_REWOP_O_POWER_O = 3.,
  7. float O_REWOP_TOOR_O_ROOT_POWER_O = 3.,
  8. output float O_REDAHS_O_SHADER_O = 0.0
  9. )
  10. {
  11. O_REDAHS_O_SHADER_O =
  12. (
  13. (
  14. ( pow( clamp( (1.- pow(-((O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O*(3./2.)*(1.))-(1. )), O_REWOP_O_POWER_O ) ),0.,1. ) , pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.) ) )
  15. +
  16. (1.-( pow( clamp( (1.- pow(-((O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O*(3./2.)*(3.))-(4. )), O_REWOP_O_POWER_O ) ),0.,1. ) , pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.) ) ))
  17. +
  18. ( pow( clamp( (1.- pow(-((O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O*(3./2.)*(6.))-(9. )), O_REWOP_O_POWER_O ) ),0.,1. ) , pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.) ) )
  19. -1.
  20. )
  21. *
  22. (1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O)
  23. +1.
  24. -
  25. (1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O)
  26. )
  27. ;
  28. }