float xll_shadow2D(sampler2DShadow s, vec3 coord) { return shadow2D (s, coord).r; } float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return shadow2DProj (s, coord).r; } #line 2 uniform sampler2DShadow shadowmap; #line 4 vec4 xlat_main( in vec4 uv ) { #line 6 float s1 = xll_shadow2D( shadowmap, uv.xyz); float s2 = xll_shadow2Dproj( shadowmap, uv); s1 = float( shadow2D( shadowmap, uv.xyz)); #line 10 s2 = float( shadow2DProj( shadowmap, uv)); return vec4( (s1 + s2)); } varying vec4 xlv_TEXCOORD0; void main() { vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // shadowmap: type 26 arrsize 0