varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying mediump vec3 xlv_TEXCOORD1;
varying mediump vec2 xlv_TEXCOORD0;
uniform mediump float _Shininess;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
uniform sampler2D _BumpMap;
void main ()
{
  lowp vec4 c_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
  lowp vec3 tmpvar_3;
  tmpvar_3 = ((texture2D (_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)) * tmpvar_2.w);
  spec_6 = tmpvar_8;
  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));
  gl_FragData[0] = c_1;
}

