OO/⚪ᗩ⚪I⚪ᗝ⚪І⚪Ẏ⚪◌⚪◌⚪◌⚪◌⚪◌⚪◌⚪Ẏ⚪І⚪.../⚪✤⚪ᴥ⚪ᗩ⚪◌⚪◌⚪◌⚪◌⚪◌⚪◌⚪ᗩ⚪ᴥ⚪✤⚪/⚪ᗱᗴ⚪ᴥ⚪ᗩ⚪ᗯ⚪✤⚪ꗳ⚪Ⓞ⚪ᔓᔕ⚪◌⚪◌⚪◌⚪◌⚪.../⚪ЭЄ⚪ᗩ⚪Н⚪ߦ⚪ᗱᗴ⚪ᙏ⚪ЭЄ⚪Ⓞ⚪ߦ⚪✤⚪◌⚪◌.../◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯.../◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИN.../LƧO.⠀⠀⠀⠀◯⠀ᴥᗱᗴᗝᗩ옷ᔓᔕ⠀◯⠀ᗱᗴᗝⓄᑐᑕ...

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shader O_REDAHS_EDOC_RETROHS_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_SHORTER_CODE_SHADER_O
(
float O_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_O = 4.5,
output float O_REDAHS_O_SHADER_O = 0.0
)
{
O_REDAHS_O_SHADER_O =
(
pow ( dot(N,I) , 1. / ( 1.5 ) )
*
((1./O_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_O) ) + ( 1.- (1./O_SENTHGIRB_TOOR_EBUC_O_CUBE_ROOT_BRIGHTNES_O) )
)
;
}