uniform sampler2DShadow shadowmap; varying vec4 xlv_TEXCOORD0; void main () { gl_FragData[0] = vec4((shadow2D (shadowmap, xlv_TEXCOORD0.xyz).x + shadow2DProj (shadowmap, xlv_TEXCOORD0).x)); } // stats: 1 alu 2 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1] // textures: 1 // #0: shadowmap (high 2dshadow) 0x0 [-1]