#extension GL_EXT_shader_texture_lod : enable #extension GL_EXT_shadow_samplers : enable varying highp vec4 uv; uniform sampler2DShadow shadowmap; uniform sampler2D tex; void main () { lowp vec4 tmpvar_1; tmpvar_1 = (((((texture2DProj (tex, uv) + texture2DProj (tex, uv.xyz)) + texture2DProjLodEXT (tex, uv, 1.0)) + texture2DProjLodEXT (tex, uv.xyz, 1.0)) + vec4(shadow2DEXT (shadowmap, uv.xyz))) + vec4(shadow2DProjEXT (shadowmap, uv))); gl_FragColor = tmpvar_1; }