2012-10-07 23:41:18 -04:00
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#extension GL_EXT_shader_texture_lod : enable
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#extension GL_EXT_shadow_samplers : enable
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uniform sampler2D tex;
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2014-02-11 02:06:13 -05:00
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uniform lowp sampler2DShadow shadowmap;
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varying highp vec4 uv;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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lowp vec4 tmpvar_1;
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2014-02-11 02:06:13 -05:00
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tmpvar_1 = (((
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((texture2DProj (tex, uv) + texture2DProj (tex, uv.xyz)) + texture2DProjLodEXT (tex, uv, 1.0))
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+ texture2DProjLodEXT (tex, uv.xyz, 1.0)) + vec4(shadow2DEXT (shadowmap, uv.xyz))) + vec4(shadow2DProjEXT (shadowmap, uv)));
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2012-10-07 23:41:18 -04:00
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gl_FragColor = tmpvar_1;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 5 alu 6 tex 0 flow
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