varying highp vec4 varUV; uniform highp samplerCube cubehigh; uniform mediump samplerCube cubemed; uniform samplerCube cubelow; uniform highp sampler2D texhigh; uniform mediump sampler2D texmed; uniform sampler2D texlow; void main () { mediump vec4 c_1; lowp vec4 tmpvar_2; tmpvar_2 = texture2D (texlow, varUV.xy); c_1 = tmpvar_2; mediump vec4 tmpvar_3; tmpvar_3 = texture2D (texmed, varUV.xy); mediump vec4 tmpvar_4; tmpvar_4 = (c_1 + tmpvar_3); highp vec4 tmpvar_5; tmpvar_5 = texture2D (texhigh, varUV.xy); highp vec4 tmpvar_6; tmpvar_6 = (tmpvar_4 + tmpvar_5); c_1 = tmpvar_6; lowp vec4 tmpvar_7; tmpvar_7 = textureCube (cubelow, varUV.xyz); mediump vec4 tmpvar_8; tmpvar_8 = textureCube (cubemed, varUV.xyz); mediump vec4 tmpvar_9; tmpvar_9 = ((c_1 + tmpvar_7) + tmpvar_8); highp vec4 tmpvar_10; tmpvar_10 = textureCube (cubehigh, varUV.xyz); highp vec4 tmpvar_11; tmpvar_11 = (tmpvar_9 + tmpvar_10); c_1 = tmpvar_11; gl_FragData[0] = c_1; }