varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying lowp vec3 xlv_TEXCOORD1;
varying lowp vec2 xlv_TEXCOORD0;
uniform lowp 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);
  c.xyz = ((tmpvar_1.xyz * ((_LightColor0.xyz * max (0.0, dot (tmpvar_2, xlv_TEXCOORD2))) + xlv_TEXCOORD3)) + (_LightColor0.xyz * (pow (max (0.0, dot (tmpvar_2, xlv_TEXCOORD1)), _Shininess) * tmpvar_1.w)));
  c.w = 0.0;
  gl_FragData[0] = c;
}

