#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]
