uniform sampler2D texlow; uniform mediump sampler2D texmed; uniform highp sampler2D texhigh; uniform samplerCube cubelow; uniform mediump samplerCube cubemed; uniform highp samplerCube cubehigh; varying highp vec4 varUV; mediump vec4 xlat_main ( in highp vec4 uv_1 ) { mediump vec4 c_2; lowp vec4 tmpvar_3; tmpvar_3 = texture2D (texlow, uv_1.xy); lowp vec4 tmpvar_4; tmpvar_4 = tmpvar_3; c_2 = tmpvar_4; mediump vec4 tmpvar_5; tmpvar_5 = texture2D (texmed, uv_1.xy); mediump vec4 tmpvar_6; tmpvar_6 = (c_2 + tmpvar_5); c_2 = tmpvar_6; highp vec4 tmpvar_7; tmpvar_7 = texture2D (texhigh, uv_1.xy); highp vec4 tmpvar_8; tmpvar_8 = (c_2 + tmpvar_7); c_2 = tmpvar_8; lowp vec4 tmpvar_9; tmpvar_9 = textureCube (cubelow, uv_1.xyz); mediump vec4 tmpvar_10; tmpvar_10 = (c_2 + tmpvar_9); c_2 = tmpvar_10; mediump vec4 tmpvar_11; tmpvar_11 = textureCube (cubemed, uv_1.xyz); mediump vec4 tmpvar_12; tmpvar_12 = (c_2 + tmpvar_11); c_2 = tmpvar_12; highp vec4 tmpvar_13; tmpvar_13 = textureCube (cubehigh, uv_1.xyz); highp vec4 tmpvar_14; tmpvar_14 = (c_2 + tmpvar_13); c_2 = tmpvar_14; return c_2; } void main () { mediump vec4 r_15; mediump vec4 tmpvar_16; tmpvar_16 = xlat_main (varUV); mediump vec4 tmpvar_17; tmpvar_17 = tmpvar_16; r_15 = tmpvar_17; mediump vec4 tmpvar_18; tmpvar_18 = r_15; gl_FragData[0] = tmpvar_18; }