shader u_complement (output vector cout = 0,output vector mcout = 0 ) 
{
    int a = raytype("camera")*2;
    int b = int(P[0]);
    b = ~a;
    
    cout = vector(tan(u/a), tan(v/b), tan(u*v));
    vector mcout_ = cout;
    
    if(int(P[0])%32){
        a = int(4.5);
        b = ~a;
        
        mcout_ = vector(tan(u*v/a), tan(u/b), tan(v));
    }
    
    mcout = mcout_;
}
