#extension GL_EXT_shadow_samplers : require #line 3 uniform lowp sampler2DShadow shadowmap; #line 6 highp vec4 xlat_main( in highp vec4 pos ) { #line 8 return pos; } attribute highp vec4 xlat_attrib_POSITION; void main() { highp vec4 xl_retval; xl_retval = xlat_main( vec4(xlat_attrib_POSITION)); gl_Position = vec4(xl_retval); }