#extension GL_EXT_shader_texture_lod : enable #extension GL_OES_standard_derivatives : enable uniform sampler2D tex; uniform samplerCube cub; varying mediump vec3 uv; void main () { mediump vec2 tmpvar_1; tmpvar_1 = dFdx (uv.xy); mediump vec2 tmpvar_2; tmpvar_2 = dFdy (uv.xy); lowp vec4 tmpvar_3; tmpvar_3 = texture2DGradEXT (tex, uv.xy, tmpvar_1, tmpvar_2); mediump vec3 tmpvar_4; tmpvar_4 = dFdx (uv); mediump vec3 tmpvar_5; tmpvar_5 = dFdy (uv); lowp vec4 tmpvar_6; tmpvar_6 = textureCubeGradEXT (cub, uv, tmpvar_4, tmpvar_5); lowp vec4 tmpvar_7; tmpvar_7 = (tmpvar_3 + tmpvar_6); gl_FragColor = tmpvar_7; }