#extension GL_EXT_shadow_samplers : enable uniform lowp sampler2DShadow shadowmap; varying highp vec4 xlv_TEXCOORD0; void main () { lowp vec4 tmpvar_1; tmpvar_1 = vec4((shadow2DEXT (shadowmap, xlv_TEXCOORD0.xyz) + shadow2DProjEXT (shadowmap, xlv_TEXCOORD0))); gl_FragData[0] = tmpvar_1; } // inputs: 1, stats: 1 alu 2 tex 0 flow