uniform sampler2D _BumpMap; uniform vec4 _Color; uniform vec4 _LightColor0; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 c_3; vec3 tmpvar_4; float tmpvar_5; vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, tmpvar_1.xy); tmpvar_4 = (tmpvar_6.xyz * _Color.xyz); tmpvar_5 = (tmpvar_6.w * _Color.w); vec4 normal_7; normal_7.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x) ) - (normal_7.y * normal_7.y))); vec4 c_8; float spec_9; spec_9 = (pow (max (0.0, dot (normal_7.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz)))) ), (_Shininess * 128.0)) * tmpvar_6.w); c_8.xyz = ((( (tmpvar_4 * _LightColor0.xyz) * max (0.0, dot (normal_7.xyz, tmpvar_2)) ) + ( (_LightColor0.xyz * _SpecColor.xyz) * spec_9)) * 2.0); c_8.w = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * spec_9)); c_3.xyz = (c_8.xyz + (tmpvar_4 * gl_TexCoord[3].xyz)); c_3.w = tmpvar_5; gl_FragData[0] = c_3; } // stats: 30 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // #2: _Shininess (high float) 1x1 [-1] // #3: _SpecColor (high float) 4x1 [-1] // textures: 2 // #0: _BumpMap (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]