#version 300 es in mediump vec3 uv; out lowp vec4 outColor; uniform sampler2D tex; uniform sampler3D vol; void main () { outColor = ((( ((((textureOffset (tex, uv.xy, ivec2(-2, -3)) + textureOffset (tex, uv.xy, 0.5, ivec2(4, 5))) + textureOffset (vol, uv, ivec3(-2, -3, -4))) + textureOffset (vol, uv, -0.5, ivec3(4, 5, 6))) + texelFetch (tex, ivec2(1, 2), 1)) + texelFetch (vol, ivec3(1, 2, 3), 2)) + texelFetchOffset (tex, ivec2(1, 2), 3, ivec2(-2, -3))) + texelFetchOffset (vol, ivec3(1, 2, 3), 0, ivec3(-2, -3, -4))); } // inputs: 1, stats: 7 alu 8 tex 0 flow