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)
)

;
}