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O/⚪ᗩ⚪I⚪ᗝ⚪І⚪Ẏ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪Ẏ⚪І⚪ᗝ⚪I⚪ᗩ⚪/⚪✤⚪ᴥ⚪ᗩ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪ᗩ⚪ᴥ⚪✤⚪/⚪ᗱᗴ⚪ᴥ⚪ᗩ⚪ᗯ⚪✤⚪ꗳ⚪Ⓞ⚪ᔓᔕ⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪ᔓᔕ⚪Ⓞ⚪ꗳ⚪✤⚪ᗯ⚪ᗩ⚪ᴥ⚪ᗱᗴ⚪/⚪ЭЄ⚪ᗩ⚪Н⚪ߦ⚪ᗱᗴ⚪ᙏ⚪ЭЄ⚪Ⓞ⚪ߦ⚪✤⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪𖡼⚪✤⚪ߦ⚪Ⓞ⚪ЭЄ⚪ᙏ⚪ᗱᗴ⚪ߦ⚪Н⚪ᗩ⚪ЭЄ⚪/◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯ⵙ◯ᔓᔕᴥᗱᗴᗝᗩ옷ᔓᔕ◯⚪◯ᔓᔕ옷ᗩᗝᗱᗴᴥᔓᔕ◯/◯ᗱᗴᕤᕦᗩᑎᕤᕦИNᗩᙁ◯ᕤᕦИNꖴᗝᗩ옷ᔓᔕ◯ИNᗱᗴߦⓄ◯ⵙ◯ⓄߦᗱᗴИN◯ᔓᔕ옷ᗩᗝꖴИNᕤᕦ◯ᙁᗩИNᕤᕦᑎᗩᕤᕦᗱᗴ◯/LƧO.⠀⠀⠀⠀ⵙ⠀ߦ⠀ⵙ⠀ᗩ⠀ⵙ⠀ᑐᑕ⠀ⵙ⠀✤⠀ⵙ⠀ᗩ⠀ⵙ⠀ᙏ⠀ⵙ⠀⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀⠀ⵙ⠀ᙏ⠀ⵙ⠀ᗩ⠀ⵙ⠀✤⠀ⵙ⠀ᑐᑕ⠀ⵙ⠀ᗩ⠀ⵙ⠀ߦ⠀ⵙ⠀⠀⠀⠀.OSL
2023-11-27 02:43:43 +00:00

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shader O____PACTAM___O____MATCAP____O
(
string O____EGAMI___O____IMAGE____O="C:\GPJ.GNP.O____EGAMI___O____IMAGE____O.PNG.JPG",
output color result=1.
)
{
vector O____AREMAC_LAMRON____O____NORMAL_CAMERA____O=transform("common","camera",N);
float O____U_LAMRON____O____NORMAL_U____O=clamp(O____AREMAC_LAMRON____O____NORMAL_CAMERA____O[0]*.5+.5,.0,1.);
float O____V_LAMRON____O____NORMAL_V____O=clamp(O____AREMAC_LAMRON____O____NORMAL_CAMERA____O[1]*.5+.5,.0,1.);
color O____ROLOC_TUPTUO____O____OUTPUT_COLOR____O=texture(O____EGAMI___O____IMAGE____O,O____U_LAMRON____O____NORMAL_U____O,O____V_LAMRON____O____NORMAL_V____O);
result = O____ROLOC_TUPTUO____O____OUTPUT_COLOR____O;
}