uniform sampler2D _BumpMap; uniform lowp vec4 _LightColor0; uniform sampler2D _MainTex; uniform lowp float _Shininess; varying lowp vec2 xlv_TEXCOORD0; varying lowp vec3 xlv_TEXCOORD1; varying lowp vec3 xlv_TEXCOORD2; varying lowp vec3 xlv_TEXCOORD3; void main () { lowp vec4 c_1; lowp vec3 Normal_2; lowp vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); Normal_2 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); c_1.xyz = ((tmpvar_3.xyz * ( (_LightColor0.xyz * max (0.0, dot (Normal_2, xlv_TEXCOORD2))) + xlv_TEXCOORD3)) + (_LightColor0.xyz * ( pow (max (0.0, dot (Normal_2, xlv_TEXCOORD1)), _Shininess) * tmpvar_3.w))); c_1.w = 0.0; gl_FragData[0] = c_1; } // stats: 14 alu 2 tex 0 flow // inputs: 4 // #0: xlv_TEXCOORD0 (low float) 2x1 [-1] // #1: xlv_TEXCOORD1 (low float) 3x1 [-1] // #2: xlv_TEXCOORD2 (low float) 3x1 [-1] // #3: xlv_TEXCOORD3 (low float) 3x1 [-1] // uniforms: 2 (total size: 0) // #0: _LightColor0 (low float) 4x1 [-1] // #1: _Shininess (low float) 1x1 [-1] // textures: 2 // #0: _BumpMap (low 2d) 0x0 [-1] // #1: _MainTex (low 2d) 0x0 [-1]