#extension GL_EXT_shadow_samplers : enable uniform lowp sampler2DShadow shadowmap; varying highp vec4 xlv_TEXCOORD0; float xll_shadow2D ( in lowp sampler2DShadow s_1, in vec3 coord_2 ) { lowp float tmpvar_3; tmpvar_3 = shadow2DEXT (s_1, coord_2); return tmpvar_3; } float xll_shadow2Dproj ( in lowp sampler2DShadow s_4, in vec4 coord_5 ) { lowp float tmpvar_6; tmpvar_6 = shadow2DProjEXT (s_4, coord_5); return tmpvar_6; } lowp vec4 xlat_main ( in highp vec4 uv_7 ) { lowp float s2_8; lowp float s1_9; float tmpvar_10; tmpvar_10 = xll_shadow2D (shadowmap, uv_7.xyz); float tmpvar_11; tmpvar_11 = tmpvar_10; s1_9 = tmpvar_11; float tmpvar_12; tmpvar_12 = xll_shadow2Dproj (shadowmap, uv_7); float tmpvar_13; tmpvar_13 = tmpvar_12; s2_8 = tmpvar_13; lowp vec4 tmpvar_14; tmpvar_14 = vec4((s1_9 + s2_8)); return tmpvar_14; } void main () { lowp vec4 xl_retval_15; highp vec4 tmpvar_16; tmpvar_16 = xlv_TEXCOORD0.xyzw; lowp vec4 tmpvar_17; tmpvar_17 = xlat_main (tmpvar_16); lowp vec4 tmpvar_18; tmpvar_18 = tmpvar_17; xl_retval_15 = tmpvar_18; lowp vec4 tmpvar_19; tmpvar_19 = xl_retval_15.xyzw; lowp vec4 tmpvar_20; tmpvar_20 = tmpvar_19; gl_FragData[0] = tmpvar_20; }