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