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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.◯ᴥᗱᗴᗝᗩ옷ᔓᔕ◯ᴥᗱᗴᗯⓄߦ◯ꕤ◯ᗱᗴᔓᔕᴥᗱᗴΛИNꖴⵙꖴИNΛᗱᗴᴥᔓᔕᗱᗴ◯ꕤ◯ߦⓄᗯᗱᗴᴥ◯ᔓᔕ옷ᗩᗝᗱᗴᴥ◯.OSL

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2020-11-05 16:47:32 -05:00
shader O_REDAHS_REWOP_X_ESREVNI_O_INVERSE_X_POWER_SHADER_O
(
float O_REWOP_O_POWER_O =( ( sqrt(5.) -1. ) /2. ),
float O_ELACS_O_SCALE_O = -3.375,
float O_SENTHGIRB_O_BRIGHTNES_O = 1.0,
output float O_REDAHS_O_SHADER_O = 0.0
)
{
O_REDAHS_O_SHADER_O =
( (1.-((pow(( 1./ (clamp( ( (-sqrt(cos(.5*M_PI*( dot(N,I) )))+1.) -.0)*1. ,0.,1.) + ((sqrt ( pow(2., (O_ELACS_O_SCALE_O) ) +1.) -1.)/2.) )/ (((( pow(2., (-O_ELACS_O_SCALE_O+2.) ))))) - ((sqrt ( pow(2., (O_ELACS_O_SCALE_O) ) +1.) -1.)/2.)),O_REWOP_O_POWER_O)/1.)+.0)) * (1./O_SENTHGIRB_O_BRIGHTNES_O) ) + ( 1.- (1./O_SENTHGIRB_O_BRIGHTNES_O) )
;
}