uniform sampler2D _BumpSpecMap; void main () { vec2 tmpvar_1; vec4 normal_2; normal_2.xy = ((texture2D (_BumpSpecMap, tmpvar_1).wy * 2.0) - 1.0); normal_2.z = sqrt(((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y))); gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0); }