#version 300 es out mediump vec4 _fragData; uniform sampler2D tex; uniform lowp sampler2DShadow shadowmap; in highp vec4 uv; void main () { lowp vec4 c_1; c_1 = (textureProj (tex, uv) + textureProj (tex, uv.xyz)); c_1 = (c_1 + textureProjLod (tex, uv, 1.0)); c_1 = (c_1 + textureProjLod (tex, uv.xyz, 1.0)); c_1 = (c_1 + vec4(texture (shadowmap, uv.xyz))); c_1 = (c_1 + vec4(textureProj (shadowmap, uv))); _fragData = c_1; } // stats: 5 alu 6 tex 0 flow // inputs: 1 // #0: uv (high float) 4x1 [-1] // textures: 2 // #0: tex (low 2d) 0x0 [-1] // #1: shadowmap (low 2d) 0x0 [-1]