#version 300 es precision mediump float; uniform lowp sampler2DShadow shadowmap; in highp vec4 uvHi; in mediump vec4 uvMed; out lowp vec4 _fragColor; void main () { lowp vec4 r_1; lowp vec4 tmpvar_2; tmpvar_2 = vec4((texture (shadowmap, uvHi.xyz) + textureProj (shadowmap, uvHi))); r_1.yzw = tmpvar_2.yzw; r_1.x = (tmpvar_2.x + texture (shadowmap, uvMed.xyz)); _fragColor = r_1; } // stats: 2 alu 3 tex 0 flow // inputs: 2 // #0: uvHi (high float) 4x1 [-1] // #1: uvMed (medium float) 4x1 [-1] // textures: 1 // #0: shadowmap (low 2dshadow) 0x0 [-1]