#extension GL_EXT_shadow_samplers : require float xll_shadow2D(sampler2DShadow s, vec3 coord) { return shadow2DEXT (s, coord); } float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return shadow2DProjEXT (s, coord); } #line 2 uniform lowp sampler2DShadow shadowmap; #line 4 lowp vec4 xlat_main( in highp vec4 uv ) { #line 6 highp float s1 = xll_shadow2D( shadowmap, uv.xyz); highp float s2 = xll_shadow2Dproj( shadowmap, uv); s1 = float( shadow2D( shadowmap, uv.xyz)); #line 10 s2 = float( shadow2DProj( shadowmap, uv)); return vec4( (s1 + s2)); } varying highp vec4 xlv_TEXCOORD0; void main() { lowp vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // shadowmap: type 26 arrsize 0