#version 300 es precision mediump float; uniform sampler2D tex; uniform samplerCube cub; in vec3 uv; out lowp vec4 _fragColor; void main () { _fragColor = (textureGrad (tex, uv.xy, dFdx(uv.xy), dFdy(uv.xy)) + textureGrad (cub, uv, dFdx(uv), dFdy(uv))); } // inputs: 1, stats: 5 alu 2 tex 0 flow