uniform sampler2D _BumpMap;
uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform lowp float _Shininess;
varying lowp vec2 xlv_TEXCOORD0;
varying lowp vec3 xlv_TEXCOORD1;
varying lowp vec3 xlv_TEXCOORD2;
varying lowp vec3 xlv_TEXCOORD3;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 Normal_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
  Normal_2 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
  c_1.xyz = ((tmpvar_3.xyz * (
    (_LightColor0.xyz * max (0.0, dot (Normal_2, xlv_TEXCOORD2)))
   + xlv_TEXCOORD3)) + (_LightColor0.xyz * (
    pow (max (0.0, dot (Normal_2, xlv_TEXCOORD1)), _Shininess)
   * tmpvar_3.w)));
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}


// stats: 14 alu 2 tex 0 flow
// inputs: 4
//  #0: xlv_TEXCOORD0 (low float) 2x1 [-1]
//  #1: xlv_TEXCOORD1 (low float) 3x1 [-1]
//  #2: xlv_TEXCOORD2 (low float) 3x1 [-1]
//  #3: xlv_TEXCOORD3 (low float) 3x1 [-1]
// uniforms: 2 (total size: 0)
//  #0: _LightColor0 (low float) 4x1 [-1]
//  #1: _Shininess (low float) 1x1 [-1]
// textures: 2
//  #0: _BumpMap (low 2d) 0x0 [-1]
//  #1: _MainTex (low 2d) 0x0 [-1]
