#version 300 es
precision mediump float;

float xll_shadow2D(sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return textureProj (s, coord); }
uniform sampler2DShadow shadowmap;
lowp vec4 xlat_main (in highp vec4 uv) {
    lowp float s1;
    lowp float s2;
    s1 = xll_shadow2D( shadowmap, uv.xyz);
    s2 = xll_shadow2Dproj( shadowmap, uv);
    #line 8
    return vec4( (s1 + s2));
}
in highp vec4 uvHi;
in mediump vec4 uvMed;
out vec4 _fragColor;
void main() {
    lowp vec4 r;
    r = xlat_main(uvHi);
    r.x += texture (shadowmap, uvMed.xyz);
    _fragColor = r;
}
