#extension GL_EXT_shadow_samplers : enable
uniform lowp sampler2DShadow shadowmap;
varying highp vec4 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 tmpvar_1;
  tmpvar_1 = vec4((shadow2DEXT (shadowmap, xlv_TEXCOORD0.xyz) + shadow2DProjEXT (shadowmap, xlv_TEXCOORD0)));
  gl_FragData[0] = tmpvar_1;
}


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