uniform float _Fresnel; uniform float _SpecIntensity; varying vec3 inN; varying vec3 inE; void main () { vec3 p_1; float tmpvar_2; tmpvar_2 = (1.0 - max (0.0, min (1.0, dot (inN, inE) ))); vec3 tmpvar_3; tmpvar_3.x = 1.0; tmpvar_3.y = tmpvar_2; tmpvar_3.z = ((tmpvar_2 * tmpvar_2) * tmpvar_2); p_1.z = tmpvar_3.z; vec2 tmpvar_4; tmpvar_4.x = (1.0 - _Fresnel); tmpvar_4.y = _Fresnel; p_1.x = dot (tmpvar_3.xy, tmpvar_4); p_1.y = dot (tmpvar_3.yz, tmpvar_4); gl_FragColor = vec4(((0.05 + (0.95 * dot (p_1.xy, tmpvar_4) )) * _SpecIntensity)); } // inputs: 2, stats: 14 alu 0 tex 0 flow