uniform mediump float specPower; varying lowp vec3 halfDir; varying lowp vec3 normal; void main () { lowp vec4 c_1; lowp float tmpvar_2; tmpvar_2 = dot (normal, halfDir); mediump vec4 tmpvar_3; tmpvar_3 = vec4(pow (tmpvar_2, specPower)); c_1 = tmpvar_3; gl_FragColor = c_1; }