varying vec4 xlv_TEXCOORD0;
uniform sampler2DShadow shadowmap;
float xll_shadow2D (
  in sampler2DShadow s_1,
  in vec3 coord_2
)
{
  vec4 tmpvar_3;
  tmpvar_3 = shadow2D (s_1, coord_2);
  return tmpvar_3.x;
}

float xll_shadow2Dproj (
  in sampler2DShadow s_4,
  in vec4 coord_5
)
{
  vec4 tmpvar_6;
  tmpvar_6 = shadow2DProj (s_4, coord_5);
  return tmpvar_6.x;
}

vec4 xlat_main (
  in vec4 uv_7
)
{
  float s2_8;
  float s1_9;
  float tmpvar_10;
  tmpvar_10 = xll_shadow2D (shadowmap, uv_7.xyz);
  float tmpvar_11;
  tmpvar_11 = tmpvar_10;
  s1_9 = tmpvar_11;
  float tmpvar_12;
  tmpvar_12 = xll_shadow2Dproj (shadowmap, uv_7);
  float tmpvar_13;
  tmpvar_13 = tmpvar_12;
  s2_8 = tmpvar_13;
  vec4 tmpvar_14;
  tmpvar_14 = vec4((s1_9 + s2_8));
  return tmpvar_14;
}

void main ()
{
  vec4 xl_retval_15;
  vec4 tmpvar_16;
  tmpvar_16 = xlv_TEXCOORD0.xyzw;
  vec4 tmpvar_17;
  tmpvar_17 = xlat_main (tmpvar_16);
  vec4 tmpvar_18;
  tmpvar_18 = tmpvar_17;
  xl_retval_15 = tmpvar_18;
  vec4 tmpvar_19;
  tmpvar_19 = xl_retval_15.xyzw;
  vec4 tmpvar_20;
  tmpvar_20 = tmpvar_19;
  gl_FragData[0] = tmpvar_20;
}

