#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]
