uniform sampler2D _BumpMap;
void main ()
{
  vec4 res;
  vec3 viewN;
  vec4 normal;
  normal.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
  normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
  vec3 tmpvar_1;
  tmpvar_1 = normal.xyz;
  viewN.x = dot (gl_TexCoord[1].xyz, tmpvar_1);
  viewN.y = dot (gl_TexCoord[2].xyz, tmpvar_1);
  viewN.z = dot (gl_TexCoord[3].xyz, tmpvar_1);
  res.xyz = ((viewN * vec3(0.5, 0.5, -0.5)) + 0.5);
  res.w = 0.0;
  gl_FragData[0] = res;
}

