#version 300 es precision mediump float; uniform lowp samplerCubeShadow shadowmap; in mediump vec4 uv; out mediump vec4 _fragColor; void main () { lowp vec4 tmpvar_1; tmpvar_1 = vec4(texture (shadowmap, uv)); _fragColor = tmpvar_1; } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: uv (medium float) 4x1 [-1] // textures: 1 // #0: shadowmap (low cube) 0x0 [-1]