| Shader "Hidden/DynamicShadowProjector/Caps/tex2Dlod" { | 
|     SubShader { | 
|         Pass { | 
|             GLSLPROGRAM | 
| #ifdef VERTEX | 
|             void main () | 
|             { | 
|                 gl_Position = gl_Vertex; | 
|             } | 
| #endif | 
| #ifdef FRAGMENT | 
| #if defined(SHADER_API_OPENGL) | 
| #extension GL_ARB_shader_texture_lod : require | 
| #elif defined(SHADER_API_GLES) | 
| #extension GL_EXT_shader_texture_lod : require | 
| #define texture2DLod texture2DLodEXT | 
| #elif defined(SHADER_API_GLES3) | 
| #define texture2DLod textureLod | 
| #if !defined(gl_FragColor) | 
| #define gl_FragColor SV_Target0 | 
| layout(location = 0) out mediump out vec4 SV_Target0; | 
| #endif | 
| #elif defined(SHADER_API_GLCORE) | 
| #define texture2DLod textureLod | 
| #if !defined(gl_FragColor) | 
| #define gl_FragColor SV_Target0 | 
| out vec4 SV_Target0; | 
| #endif | 
| #endif | 
|             uniform sampler2D _ShadowTex; | 
|             uniform vec2 _coord; | 
|             uniform float _lod; | 
|             void main () | 
|             { | 
|                     gl_FragColor = texture2DLod(_ShadowTex, _coord, _lod); | 
|             } | 
| #endif | 
|             ENDGLSL | 
|         } | 
|     } | 
| } |