uniform sampler2D _BumpMap; uniform float _Shininess; void main () { vec4 res_1; vec3 viewN_2; vec4 normal_3; normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0); normal_3.z = sqrt(((1.0 - (normal_3.x * normal_3.x) ) - (normal_3.y * normal_3.y))); viewN_2.x = dot (gl_TexCoord[1].xyz, normal_3.xyz); viewN_2.y = dot (gl_TexCoord[2].xyz, normal_3.xyz); viewN_2.z = dot (gl_TexCoord[3].xyz, normal_3.xyz); res_1.xyz = ((viewN_2 * vec3(0.5, 0.5, -0.5)) + 0.5); res_1.w = _Shininess; gl_FragData[0] = res_1; } // stats: 12 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 1 (total size: 0) // #0: _Shininess (high float) 1x1 [-1] // textures: 1 // #0: _BumpMap (high 2d) 0x0 [-1]