shader O_REDAHS_EYE_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_EYE_SHADER_O ( float O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O = ( 1. - sqrt( 1.- pow( dot(N,I) , 2. ) ) ), float O_TNEMTSUJDA_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_ADJUSTMENT_O = 0., float O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O=log( (4.*atan(1.))-(1.*(1.-O_TNEMTSUJDA_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_ADJUSTMENT_O+0.)) ), float O_REWOP_O_POWER_O = 3., float O_REWOP_TOOR_O_ROOT_POWER_O = 3., output float O_REDAHS_O_SHADER_O = 0.0 ) { O_REDAHS_O_SHADER_O = ( ( ( pow( clamp( (1.- pow(-((O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O*(3./2.)*(1.))-(1. )), O_REWOP_O_POWER_O ) ),0.,1. ) , pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.) ) ) + (1.-( pow( clamp( (1.- pow(-((O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O*(3./2.)*(3.))-(4. )), O_REWOP_O_POWER_O ) ),0.,1. ) , pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.) ) )) + ( pow( clamp( (1.- pow(-((O_REDAHS_TNEIDARG_RAENIL_O_LINEAR_GRADIENT_SHADER_O*(3./2.)*(6.))-(9. )), O_REWOP_O_POWER_O ) ),0.,1. ) , pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.) ) ) -1. ) * (1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O) +1. - (1.-O_SENTHGIRB_TOOR_EBUC_LACIRTEMYS_O_SYMETRICAL_CUBE_ROOT_BRIGHTNES_O) ) ; }