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PIZ.LƧO.... ZIP
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⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ◯ {;(((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1)-.1)+((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1))*(ਟ.1\.1,(I,И)tob)woq)=O_ЯƎDAHƧ_O_ƧHADƎЯ_O} (0.0 = O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo,ਟ.4=O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O taolf) O_ЯƎDAHƧ_ƎDOϽ_ЯƎTЯOHƧ_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_ƧHOЯTƎЯ_ϽODƎ_ƧHADƎЯ_O rɘbahƨ ◯ ◯ {;(((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1)-.1)+((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1))*(ਟ.1\.1,(I,И)tob)woq)=O_ЯƎDAHƧ_O_ƧHADƎЯ_O} (0.0 = O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo,ਟ.4=O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O taolf) O_ЯƎDAHƧ_ƎDOϽ_ЯƎTЯOHƧ_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_ƧHOЯTƎЯ_ϽODƎ_ƧHADƎЯ_O rɘbahƨ ◯ ⚪ ◯ 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)));} ◯ ◯ 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)));} ◯ ⵙ ◯ {;(((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1)-.1)+((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1))*(ਟ.1\.1,(I,И)tob)woq)=O_ЯƎDAHƧ_O_ƧHADƎЯ_O} (0.0 = O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo,ਟ.4=O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O taolf) O_ЯƎDAHƧ_ƎDOϽ_ЯƎTЯOHƧ_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_ƧHOЯTƎЯ_ϽODƎ_ƧHADƎЯ_O rɘbahƨ ◯ ◯ {;(((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1)-.1)+((O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O\.1))*(ਟ.1\.1,(I,И)tob)woq)=O_ЯƎDAHƧ_O_ƧHADƎЯ_O} (0.0 = O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo,ਟ.4=O_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_O taolf) O_ЯƎDAHƧ_ƎDOϽ_ЯƎTЯOHƧ_ƧƎИTHGIЯB_TOOЯ_ƎBUϽ_O_ϽUBƎ_ЯOOT_BЯIGHTИƎƧ_ƧHOЯTƎЯ_ϽODƎ_ƧHADƎЯ_O rɘbahƨ ◯ ⚪ ◯ 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)));} ◯ ◯ 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)));} ◯ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ⠀