float xll_shadow2D(sampler2DShadow s, vec3 coord) { return shadow2D (s, coord).r; }
float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return shadow2DProj (s, coord).r; }
uniform sampler2DShadow shadowmap;
vec4 xlat_main( in vec4 uv );
#line 4
vec4 xlat_main( in vec4 uv ) {
    float s1;
    float s2;
    s1 = xll_shadow2D( shadowmap, uv.xyz);
    s2 = xll_shadow2Dproj( shadowmap, uv);
    #line 8
    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);
}
