#version 300 es
precision mediump float;
uniform lowp sampler2DShadow shadowmap;
in highp vec4 uvHi;
in mediump vec4 uvMed;
out lowp vec4 _fragColor;
void main ()
{
  lowp vec4 r_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = vec4((texture (shadowmap, uvHi.xyz) + textureProj (shadowmap, uvHi)));
  r_1.yzw = tmpvar_2.yzw;
  r_1.x = (tmpvar_2.x + texture (shadowmap, uvMed.xyz));
  _fragColor = r_1;
}


// stats: 2 alu 3 tex 0 flow
// inputs: 2
//  #0: uvHi (high float) 4x1 [-1]
//  #1: uvMed (medium float) 4x1 [-1]
// textures: 1
//  #0: shadowmap (low 2d) 0x0 [-1]
