uniform float _Shininess;
void main ()
{
  vec4 res_1;
  res_1.xyz = ((gl_TexCoord[0].xyz * vec3(0.5, 0.5, -0.5)) + 0.5);
  res_1.w = _Shininess;
  gl_FragData[0] = res_1;
}


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