#version 300 es out lowp vec4 _fragData; uniform sampler2D texlow; uniform mediump sampler2D texmed; uniform highp sampler2D texhigh; uniform lowp samplerCube cubelow; uniform mediump samplerCube cubemed; uniform highp samplerCube cubehigh; in highp vec4 varUV; void main () { mediump vec4 c_1; lowp vec4 tmpvar_2; tmpvar_2 = texture (texlow, varUV.xy); c_1 = tmpvar_2; mediump vec4 tmpvar_3; tmpvar_3 = texture (texmed, varUV.xy); c_1 = (c_1 + tmpvar_3); highp vec4 tmpvar_4; tmpvar_4 = texture (texhigh, varUV.xy); c_1 = (c_1 + tmpvar_4); lowp vec4 tmpvar_5; tmpvar_5 = texture (cubelow, varUV.xyz); c_1 = (c_1 + tmpvar_5); mediump vec4 tmpvar_6; tmpvar_6 = texture (cubemed, varUV.xyz); c_1 = (c_1 + tmpvar_6); highp vec4 tmpvar_7; tmpvar_7 = texture (cubehigh, varUV.xyz); c_1 = (c_1 + tmpvar_7); _fragData = c_1; } // stats: 5 alu 6 tex 0 flow // inputs: 1 // #0: varUV (high float) 4x1 [-1] // textures: 6 // #0: texlow (low 2d) 0x0 [-1] // #1: texmed (medium 2d) 0x0 [-1] // #2: texhigh (high 2d) 0x0 [-1] // #3: cubelow (low cube) 0x0 [-1] // #4: cubemed (medium cube) 0x0 [-1] // #5: cubehigh (high cube) 0x0 [-1]