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. ; }