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;
  lowp vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, xlv_TEXCOORD0);
  lowp vec3 tmpvar_2;
  tmpvar_2 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
  lowp vec3 halfDir;
  halfDir = xlv_TEXCOORD1;
  lowp vec4 c_i0;
  lowp float spec;
  lowp float tmpvar_3;
  tmpvar_3 = max (0.0, dot (tmpvar_2, halfDir));
  mediump float tmpvar_4;
  tmpvar_4 = (pow (tmpvar_3, (_Shininess * 128.0)) * tmpvar_1.w);
  spec = tmpvar_4;
  c_i0.xyz = ((((tmpvar_1.xyz * max (0.0, dot (tmpvar_2, xlv_TEXCOORD2))) + spec) * _LightColor0.xyz) * 2.0);
  c_i0.w = 0.0;
  c = c_i0;
  c.xyz = (c_i0.xyz + (tmpvar_1.xyz * xlv_TEXCOORD3));
  gl_FragData[0] = c;
}

