uniform float _Fresnel;
uniform float _SpecIntensity;
varying vec3 inN;
varying vec3 inE;
void main ()
{
  vec3 p_1;
  float factor_2;
  float tmpvar_3;
  tmpvar_3 = (1.0 - min (max (
    dot (inN, inE)
  , 0.0), 1.0));
  vec3 tmpvar_4;
  tmpvar_4.x = 1.0;
  tmpvar_4.y = tmpvar_3;
  tmpvar_4.z = ((tmpvar_3 * tmpvar_3) * tmpvar_3);
  p_1.z = tmpvar_4.z;
  vec2 tmpvar_5;
  tmpvar_5.x = (1.0 - _Fresnel);
  tmpvar_5.y = _Fresnel;
  p_1.x = dot (tmpvar_4.xy, tmpvar_5);
  p_1.y = dot (tmpvar_4.yz, tmpvar_5);
  factor_2 = (0.05 + (0.95 * dot (p_1.xy, tmpvar_5)));
  factor_2 = (factor_2 * _SpecIntensity);
  gl_FragColor = vec4(factor_2);
}


// stats: 14 alu 0 tex 0 flow
// inputs: 2
//  #0: inN (high float) 3x1 [-1]
//  #1: inE (high float) 3x1 [-1]
// uniforms: 2 (total size: 0)
//  #0: _Fresnel (high float) 1x1 [-1]
//  #1: _SpecIntensity (high float) 1x1 [-1]
