OO/𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢⚪∣⚪𔗢⚪𖣠⚪𔗢⚪ᗝ⚪𔗢⚪𖣠⚪𔗢.../𖣠⚪𔗢⚪✤⚪𔗢⚪𖣠⚪𔗢⚪ᴥ⚪𔗢⚪𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢.../𖣠⚪𔗢⚪ᗱᗴ⚪𔗢⚪𖣠⚪𔗢⚪ᴥ⚪𔗢⚪𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪.../𖣠⚪𔗢⚪ЭЄ⚪𔗢⚪𖣠⚪𔗢⚪ᗩ⚪𔗢⚪𖣠⚪𔗢⚪Н⚪𔗢⚪𖣠⚪.../◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯.../◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИN.../LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᗱᗴ人ᗱᗴ⠀...

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2.8 KiB
Plaintext

shader O_REDAHS_EYE_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_EYE_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.)) ),
float O_REWOP_O_POWER_O = 3.,
float O_REWOP_TOOR_O_ROOT_POWER_O = 3.,
output float O_REDAHS_O_SHADER_O = 0.0
)
{
O_REDAHS_O_SHADER_O =
(
(
( 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.) ) )
+
(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.) ) ))
+
( 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.) ) )
-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)
)
;
}