uniform float _Shininess; void main () { vec4 res_1; res_1.xyz = ((gl_TexCoord[0].xyz * vec3(0.5, 0.5, -0.5)) + 0.5); res_1.w = _Shininess; gl_FragData[0] = res_1; } // inputs: 1, stats: 2 alu 0 tex 0 flow