uniform float _Fresnel; uniform float _SpecIntensity; varying vec3 inN; varying vec3 inE; void main () { vec3 p_1; float factor_2; float tmpvar_3; tmpvar_3 = (1.0 - min (max ( dot (inN, inE) , 0.0), 1.0)); vec3 tmpvar_4; tmpvar_4.x = 1.0; tmpvar_4.y = tmpvar_3; tmpvar_4.z = ((tmpvar_3 * tmpvar_3) * tmpvar_3); p_1.z = tmpvar_4.z; vec2 tmpvar_5; tmpvar_5.x = (1.0 - _Fresnel); tmpvar_5.y = _Fresnel; p_1.x = dot (tmpvar_4.xy, tmpvar_5); p_1.y = dot (tmpvar_4.yz, tmpvar_5); factor_2 = (0.05 + (0.95 * dot (p_1.xy, tmpvar_5))); factor_2 = (factor_2 * _SpecIntensity); gl_FragColor = vec4(factor_2); } // stats: 14 alu 0 tex 0 flow // inputs: 2 // #0: inN (high float) 3x1 [-1] // #1: inE (high float) 3x1 [-1] // uniforms: 2 (total size: 0) // #0: _Fresnel (high float) 1x1 [-1] // #1: _SpecIntensity (high float) 1x1 [-1]