#extension GL_ARB_shader_texture_lod : enable uniform sampler2D tex; uniform samplerCube cub; varying vec3 uv; void main () { gl_FragColor = (texture2DGradARB (tex, uv.xy, dFdx(uv.xy), dFdy(uv.xy)) + textureCubeGradARB (cub, uv, dFdx(uv), dFdy(uv))); } // inputs: 1, stats: 5 alu 2 tex 0 flow