uniform sampler2D _BumpMap;
uniform float _Shininess;
void main ()
{
  vec4 res_1;
  vec3 viewN_2;
  vec4 normal_3;
  normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
  normal_3.z = sqrt(((1.0 - 
    (normal_3.x * normal_3.x)
  ) - (normal_3.y * normal_3.y)));
  viewN_2.x = dot (gl_TexCoord[1].xyz, normal_3.xyz);
  viewN_2.y = dot (gl_TexCoord[2].xyz, normal_3.xyz);
  viewN_2.z = dot (gl_TexCoord[3].xyz, normal_3.xyz);
  res_1.xyz = ((viewN_2 * vec3(0.5, 0.5, -0.5)) + 0.5);
  res_1.w = _Shininess;
  gl_FragData[0] = res_1;
}


// stats: 12 alu 1 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Shininess (high float) 1x1 [-1]
// textures: 1
//  #0: _BumpMap (high 2d) 0x0 [-1]
