#version 300 es precision mediump float; float xll_shadow2D(sampler2DShadow s, vec3 coord) { return texture (s, coord); } float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return textureProj (s, coord); } uniform sampler2DShadow shadowmap; lowp vec4 xlat_main (in highp vec4 uv) { lowp float s1; lowp float s2; s1 = xll_shadow2D( shadowmap, uv.xyz); s2 = xll_shadow2Dproj( shadowmap, uv); #line 8 return vec4( (s1 + s2)); } in highp vec4 uvHi; in mediump vec4 uvMed; out vec4 _fragColor; void main() { lowp vec4 r; r = xlat_main(uvHi); r.x += texture (shadowmap, uvMed.xyz); _fragColor = r; }