OO/𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢⚪∣⚪𔗢⚪𖣠⚪𔗢⚪ᗝ⚪𔗢⚪𖣠⚪𔗢.../⚪✤⚪ᴥ⚪ᗩ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪ᗩ⚪ᴥ⚪✤⚪/⚪ᗱᗴ⚪ᴥ⚪ᗩ⚪ᗯ⚪✤⚪ꗳ⚪Ⓞ⚪ᔓᔕ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪.../⚪ЭЄ⚪ᗩ⚪Н⚪ߦ⚪ᗱᗴ⚪ᙏ⚪ЭЄ⚪Ⓞ⚪ߦ⚪✤⚪𖡼⚪𖡼.../◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯.../◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИN.../LƧO.⠀⠀⠀⠀ⵙ⠀ⵘ⠀ⵙ⠀꞉⠀ⵙ⠀⠿⠀ⵙ⠀ⵘ⠀ⵙ⠀⠿...

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shader O_52656_0_57864084_91_O_19_48046875_0_65625_O
(
float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
float O_SENTHGIRB_O_BRIGHTNES_O=(168/256),
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
output float O_REDAHS_O_SHADER_O=0.0
)
{
O_REDAHS_O_SHADER_O=
(
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.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}