varying lowp vec3 normal;
varying lowp vec3 halfDir;
uniform mediump float specPower;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  tmpvar_2 = dot (normal, halfDir);
  mediump vec4 tmpvar_3;
  tmpvar_3 = vec4(pow (tmpvar_2, specPower));
  c_1 = tmpvar_3;
  gl_FragColor = c_1;
}


// stats: 2 alu 0 tex 0 flow
// inputs: 2
//  #0: normal (low float) 3x1 [-1]
//  #1: halfDir (low float) 3x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: specPower (medium float) 1x1 [-1]
