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