struct v2f_surf {
    highp vec4 pos;
    lowp vec2 pack0;
    lowp vec3 halfDir;
    lowp vec3 lightDir;
    lowp vec3 vlight;
};
uniform sampler2D _BumpMap;
uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform lowp float _Shininess;
lowp vec4 frag_surf (in v2f_surf IN) {
    lowp vec4 tex;
    lowp vec3 Normal;
    lowp float diff;
    lowp float nh;
    lowp float spec;
    lowp vec4 c;
    tex = texture2D (_MainTex, IN.pack0);
    Normal = (texture2D( _BumpMap, IN.pack0).xyz  * 2.0) - 1.0;
    diff = max (0.0, dot(Normal, IN.lightDir));
    nh = max (0.0, dot(Normal, IN.halfDir));
    spec = pow(nh, _Shininess) * tex.w;
    c.xyz  = ((vec3(tex) * ((_LightColor0.xyz  * diff) + IN.vlight)) + (_LightColor0.xyz  * spec));
    c.w  = 0.00000;
    return c;
}
varying lowp vec2 xlv_TEXCOORD0;
varying lowp vec3 xlv_TEXCOORD1;
varying lowp vec3 xlv_TEXCOORD2;
varying lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.halfDir = vec3(xlv_TEXCOORD1);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf(xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}
