











void function() {
  clamp( 9.9999 + 1e-6, 0.0, 1.0 ) ;
  mat4 m;
  inverseMat(mat);
  float t = 0.416666666667  + 1.0  * 0.8  / (mix(0.0, 0.0025, pow(material_AtmosphereThickness,2.5))) ; 
  float t2 = 0.416666666667  + 1.0  *0.8  /(mix(0.0, 0.0025, pow(material_AtmosphereThickness,2.5))); 

  return clamp(  pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion , 0.0, 1.0 ) ;

  float t3 = (mix(0.0, 0.0025, pow(material_AtmosphereThickness,2.5)));
  (vec3(1.0)*vec3(1.0); inverseMat(m));;
}