varying lowp vec3 xlv_TEXCOORD3; varying lowp vec3 xlv_TEXCOORD2; varying lowp vec3 xlv_TEXCOORD1; varying lowp vec2 xlv_TEXCOORD0; uniform lowp float _Shininess; uniform sampler2D _MainTex; uniform lowp vec4 _LightColor0; uniform sampler2D _BumpMap; void main () { lowp vec4 c_1; lowp vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0); lowp vec3 tmpvar_3; tmpvar_3 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); c_1.xyz = ((tmpvar_2.xyz * ((_LightColor0.xyz * max (0.0, dot (tmpvar_3, xlv_TEXCOORD2))) + xlv_TEXCOORD3)) + (_LightColor0.xyz * (pow (max (0.0, dot (tmpvar_3, xlv_TEXCOORD1)), _Shininess) * tmpvar_2.w))); c_1.w = 0.0; gl_FragData[0] = c_1; }