uniform sampler2DShadow shadowmap; varying vec4 xlv_TEXCOORD0; void main () { gl_FragData[0] = vec4((shadow2D (shadowmap, xlv_TEXCOORD0.xyz).x + shadow2DProj (shadowmap, xlv_TEXCOORD0).x)); } // inputs: 1, stats: 1 alu 2 tex 0 flow