uniform sampler2DShadow shadowmap;
varying vec4 xlv_TEXCOORD0;
void main ()
{
  gl_FragData[0] = vec4((shadow2D (shadowmap, xlv_TEXCOORD0.xyz).x + shadow2DProj (shadowmap, xlv_TEXCOORD0).x));
}


// stats: 1 alu 2 tex 0 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// textures: 1
//  #0: shadowmap (high 2dshadow) 0x0 [-1]
