uniform float _Shininess;
uniform sampler2D _BumpMap;
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;
}

