#version 300 es out mediump vec4 _fragData; uniform sampler2D _BumpMap; uniform lowp vec4 _LightColor0; uniform sampler2D _MainTex; uniform mediump float _Shininess; in mediump vec2 xlv_TEXCOORD0; in mediump vec3 xlv_TEXCOORD1; in lowp vec3 xlv_TEXCOORD2; in lowp vec3 xlv_TEXCOORD3; void main () { lowp vec4 c_1; lowp vec4 tmpvar_2; tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0); lowp vec3 tmpvar_3; tmpvar_3 = ((texture (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0); lowp vec3 halfDir_4; halfDir_4 = xlv_TEXCOORD1; lowp vec4 c_5; lowp float spec_6; lowp float tmpvar_7; tmpvar_7 = max (0.0, dot (tmpvar_3, halfDir_4)); mediump float tmpvar_8; tmpvar_8 = pow (tmpvar_7, (_Shininess * 128.0)); spec_6 = (tmpvar_8 * tmpvar_2.w); c_5.xyz = ((( (tmpvar_2.xyz * max (0.0, dot (tmpvar_3, xlv_TEXCOORD2))) + spec_6) * _LightColor0.xyz) * 2.0); c_5.w = 0.0; c_1.w = c_5.w; c_1.xyz = (c_5.xyz + (tmpvar_2.xyz * xlv_TEXCOORD3)); _fragData = c_1; } // stats: 16 alu 2 tex 0 flow // inputs: 4 // #0: xlv_TEXCOORD0 (medium float) 2x1 [-1] // #1: xlv_TEXCOORD1 (medium 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 (medium float) 1x1 [-1] // textures: 2 // #0: _BumpMap (low 2d) 0x0 [-1] // #1: _MainTex (low 2d) 0x0 [-1]