#extension GL_EXT_shader_texture_lod : enable
#extension GL_EXT_shadow_samplers : enable
varying highp vec4 uv;
uniform sampler2DShadow shadowmap;
uniform sampler2D tex;
void main ()
{
  lowp vec4 tmpvar_1;
  tmpvar_1 = (((((texture2DProj (tex, uv) + texture2DProj (tex, uv.xyz)) + texture2DProjLod (tex, uv, 1.0)) + texture2DProjLod (tex, uv.xyz, 1.0)) + vec4(shadow2DEXT (shadowmap, uv.xyz))) + vec4(shadow2DProjEXT (shadowmap, uv)));
  gl_FragColor = tmpvar_1;
}

