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shader O_REDAHS_EGAREVA_O_AVERAGE_SHADER_O
(
float O_REWOP_TOOR_ENISOC_O_COSINE_ROOT_POWER_O = 19.48046875,
float O_REWOP_X_ESREVNI_O_INVERSE_X_POWER_O = 1.,
float O_ELACS_X_ESREVNI_O_INVERSE_X_SCALE_O = 3.625,
float O_SENTHGIRB_X_ESREVNI_O_INVERSE_X_BRIGHTNES_O = 7.6875,
output float O_REDAHS_O_SHADER_O = 0.0
)
{
O_REDAHS_O_SHADER_O =
(
(pow ( (cos(.5*(4*atan(1))*( (-sqrt(cos(.5*(4*atan(1))*( dot(N,I) )))+1.) -1. ))) , 1. / ( O_REWOP_TOOR_ENISOC_O_COSINE_ROOT_POWER_O ) ))
+
( (1.-((pow(( 1./ (clamp( ( (-sqrt(cos(.5*(4*atan(1))*( dot(N,I) )))+1.) -.0)*1. ,0.,1.) + ((sqrt ( pow(2., (O_ELACS_X_ESREVNI_O_INVERSE_X_SCALE_O) ) +1.) -1.)/2.) )/ (((( pow(2., (-O_ELACS_X_ESREVNI_O_INVERSE_X_SCALE_O+2.) ))))) - ((sqrt ( pow(2., (O_ELACS_X_ESREVNI_O_INVERSE_X_SCALE_O) ) +1.) -1.)/2.)),O_REWOP_X_ESREVNI_O_INVERSE_X_POWER_O)/1.)+.0)) * (1./O_SENTHGIRB_X_ESREVNI_O_INVERSE_X_BRIGHTNES_O) ) + ( 1.- (1./O_SENTHGIRB_X_ESREVNI_O_INVERSE_X_BRIGHTNES_O) )
)
/2.
;
}