uniform float _Shininess; void main () { vec4 res_1; res_1.xyz = ((gl_TexCoord[0].xyz * vec3(0.5, 0.5, -0.5)) + 0.5); res_1.w = _Shininess; gl_FragData[0] = res_1; } // stats: 2 alu 0 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _Shininess (high float) 1x1 [-1]