#version 300 es out lowp vec4 _fragData; uniform sampler2D _BumpMap; uniform mediump vec4 _Color; uniform mediump vec4 _LightColor0; uniform sampler2D _MainTex; uniform highp float _Shininess; uniform mediump vec4 _SpecColor; in highp vec4 _uv0; in mediump vec3 _uv1; in mediump vec3 _uv2; in mediump vec3 _uv3; void main () { mediump vec4 c_1; mediump vec3 tmpvar_2; mediump float tmpvar_3; lowp vec4 tmpvar_4; tmpvar_4 = texture (_MainTex, _uv0.xy); tmpvar_2 = (tmpvar_4.xyz * _Color.xyz); tmpvar_3 = (tmpvar_4.w * _Color.w); lowp vec4 tmpvar_5; tmpvar_5 = texture (_BumpMap, _uv0.zw); mediump vec4 packednormal_6; packednormal_6 = tmpvar_5; mediump vec4 normal_7; normal_7.xy = ((packednormal_6.wy * 2.0) - 1.0); normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x) ) - (normal_7.y * normal_7.y))); mediump vec4 c_8; lowp float spec_9; mediump float tmpvar_10; tmpvar_10 = pow (max (0.0, dot (normal_7.xyz, normalize((_uv2 + normalize(_uv1))) )), (_Shininess * 128.0)); spec_9 = (tmpvar_10 * tmpvar_4.w); c_8.xyz = ((( (tmpvar_2 * _LightColor0.xyz) * max (0.0, dot (normal_7.xyz, _uv2)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_9)) * 2.0); c_8.w = (tmpvar_3 + ((_LightColor0.w * _SpecColor.w) * spec_9)); c_1.xyz = (c_8.xyz + (tmpvar_2 * _uv3)); c_1.w = tmpvar_3; _fragData = c_1; } // stats: 30 alu 2 tex 0 flow // inputs: 4 // #0: _uv0 (high float) 4x1 [-1] // #1: _uv1 (medium float) 3x1 [-1] // #2: _uv2 (medium float) 3x1 [-1] // #3: _uv3 (medium float) 3x1 [-1] // uniforms: 4 (total size: 0) // #0: _Color (medium float) 4x1 [-1] // #1: _LightColor0 (medium float) 4x1 [-1] // #2: _Shininess (high float) 1x1 [-1] // #3: _SpecColor (medium float) 4x1 [-1] // textures: 2 // #0: _BumpMap (low 2d) 0x0 [-1] // #1: _MainTex (low 2d) 0x0 [-1]