#extension GL_EXT_shadow_samplers : require #extension GL_EXT_shader_texture_lod : require uniform sampler2D tex; uniform sampler2DShadow shadowmap; varying highp vec4 uv; void main() { lowp vec4 c; c = texture2DProj(tex, uv); c += texture2DProj(tex, uv.xyz); c += texture2DProjLodEXT(tex, uv, 1.0); c += texture2DProjLodEXT(tex, uv.xyz, 1.0); c += vec4(shadow2DEXT(shadowmap, uv.xyz)); c += vec4(shadow2DProjEXT(shadowmap, uv)); gl_FragColor = c; }