uniform vec4 _SpecColor; uniform float _Shininess; uniform sampler2D _MainTex; uniform vec4 _LightColor0; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 c; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy); vec3 tmpvar_4; tmpvar_4 = (tmpvar_3.xyz * _Color.xyz); float tmpvar_5; tmpvar_5 = (tmpvar_3.w * _Color.w); vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec3 tmpvar_6; tmpvar_6 = normal.xyz; vec4 c_i0; float tmpvar_7; tmpvar_7 = (pow (max (0.0, dot (tmpvar_6, normalize ((tmpvar_2 + normalize (gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w); c_i0.xyz = ((((tmpvar_4 * _LightColor0.xyz) * max (0.0, dot (tmpvar_6, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_7)) * 2.0); c_i0.w = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_7)); c = c_i0; c.xyz = (c_i0.xyz + (tmpvar_4 * gl_TexCoord[3].xyz)); c.w = tmpvar_5; gl_FragData[0] = c; }