varying lowp vec3 normal; varying lowp vec3 halfDir; uniform mediump float specPower; void main () { lowp vec4 c_1; lowp float tmpvar_2; tmpvar_2 = dot (normal, halfDir); mediump vec4 tmpvar_3; tmpvar_3 = vec4(pow (tmpvar_2, specPower)); c_1 = tmpvar_3; gl_FragColor = c_1; } // stats: 2 alu 0 tex 0 flow // inputs: 2 // #0: normal (low float) 3x1 [-1] // #1: halfDir (low float) 3x1 [-1] // uniforms: 1 (total size: 0) // #0: specPower (medium float) 1x1 [-1]