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O/◯ᗩIᗝI⚭◯⚪◯⚭IᗝIᗩ◯ⵙ◯ᗩIᗝI⚭◯⚪◯⚭IᗝIᗩ◯/◯✤ᴥᗩ◯ⵙ◯ᗩᴥ✤◯/◯ᗱᗴᴥᗩᗯ✤⏀Ⓞᔓᔕ◯ⵙ◯ᔓᔕⓄ⏀✤ᗯᗩᴥᗱᗴ◯/◯ᗝⵈ◯ⵙ◯ⵈᗝ◯/◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯/◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИNᗱᗴߦⓄ◯ⵙ◯ⓄߦᗱᗴИN◯ᔓᔕ옷ᗩᗝꖴИNᕤᕦ◯ᙁᗩИNᕤᕦᑎᗩᕤᕦᗱᗴ◯/LƧO.⠀⠀⠀⠀ⵙ⠀ⵘ꞉⠿ⵘ⠿◌ⵔ⠀ⵙ⠀⊚⠀ⵙ⠀ⵘ△❋⠿∷ⵔ❋∷◌⁂·⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀·⁂◌∷❋ⵔ∷⠿❋△ⵘ⠀ⵙ⠀⊚⠀ⵙ⠀ⵔ◌⠿ⵘ⠿꞉ⵘ⠀ⵙ⠀⠀⠀⠀.OSL

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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=.65625,
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float O_REWOP_O_POWER_O=2.,
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/2.,
output float O_REDAHS_O_SHADER_O=.0
)
{
O_REDAHS_O_SHADER_O=
(
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pow((1.-pow(-(O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O-1.),O_REWOP_O_POWER_O)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}