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let scale = 27.9;

let x = x * scale; let y = y * scale; let z = z * scale;

let sphere = sin(x)cos(y) + sin(y)cos(z) + sin(z)cos(x); let fill = abs(sphere) - 0.2; let gradient = sin(sphere)cos(y) + cos(z)*sqrt(sphere);

let sphere = sqrt(square(x) + square(y) + square(z)) - 23.77; max(sphere, gradient)

No idea what I'm doing but it's fun


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