uniform mediump float specPower; varying lowp vec3 halfDir; varying lowp vec3 normal; void main () { lowp vec4 c; lowp float tmpvar_1; tmpvar_1 = dot (normal, halfDir); mediump vec4 tmpvar_2; tmpvar_2 = vec4(pow (tmpvar_1, specPower)); c = tmpvar_2; gl_FragColor = c; }