uniform sampler2D _BumpMap; uniform lowp vec4 _LightColor0; uniform sampler2D _MainTex; uniform mediump float _Shininess; varying mediump vec2 xlv_TEXCOORD0; varying mediump vec3 xlv_TEXCOORD1; varying lowp vec3 xlv_TEXCOORD2; varying lowp vec3 xlv_TEXCOORD3; void main () { lowp vec4 c_1; lowp vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0); lowp vec3 tmpvar_3; tmpvar_3 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); lowp vec3 halfDir_4; halfDir_4 = xlv_TEXCOORD1; lowp vec4 c_5; lowp float spec_6; lowp float tmpvar_7; tmpvar_7 = max (0.0, dot (tmpvar_3, halfDir_4)); mediump float tmpvar_8; tmpvar_8 = (pow (tmpvar_7, (_Shininess * 128.0)) * tmpvar_2.w); spec_6 = tmpvar_8; c_5.xyz = ((( (tmpvar_2.xyz * max (0.0, dot (tmpvar_3, xlv_TEXCOORD2))) + spec_6) * _LightColor0.xyz) * 2.0); c_5.w = 0.0; c_1.w = c_5.w; c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3)); gl_FragData[0] = c_1; } // inputs: 4, stats: 16 alu 2 tex 0 flow