#version 300 es precision mediump float; uniform lowp sampler2DShadow shadowmap; in highp vec4 xlv_TEXCOORD0; out lowp vec4 _fragColor; void main () { _fragColor = vec4((texture (shadowmap, xlv_TEXCOORD0.xyz) + textureProj (shadowmap, xlv_TEXCOORD0))); } // inputs: 1, stats: 1 alu 2 tex 0 flow