#extension GL_EXT_shadow_samplers : require
float xll_shadow2D(sampler2DShadow s, vec3 coord) { return shadow2DEXT (s, coord); }
float xll_shadow2Dproj(sampler2DShadow s, vec4 coord) { return shadow2DProjEXT (s, coord); }
uniform sampler2DShadow shadowmap;
lowp vec4 xlat_main( in highp vec4 uv );
#line 4
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));
}
varying highp vec4 xlv_TEXCOORD0;
void main() {
    lowp vec4 xl_retval;
    xl_retval = xlat_main( vec4(xlv_TEXCOORD0));
    gl_FragData[0] = vec4( xl_retval);
}
