#version 300 es in mediump vec3 uv; out lowp vec4 outColor; uniform sampler2D tex; uniform lowp sampler3D vol; void main () { lowp vec4 c_1; c_1 = (textureOffset (tex, uv.xy, ivec2(-2, -3)) + textureOffset (tex, uv.xy, 0.5, ivec2(4, 5))); c_1 = (c_1 + textureOffset (vol, uv, ivec3(-2, -3, -4))); c_1 = (c_1 + textureOffset (vol, uv, -0.5, ivec3(4, 5, 6))); c_1 = (c_1 + texelFetch (tex, ivec2(1, 2), 1)); c_1 = (c_1 + texelFetch (vol, ivec3(1, 2, 3), 2)); c_1 = (c_1 + texelFetchOffset (tex, ivec2(1, 2), 3, ivec2(-2, -3))); c_1 = (c_1 + texelFetchOffset (vol, ivec3(1, 2, 3), 0, ivec3(-2, -3, -4))); outColor = c_1; } // stats: 7 alu 8 tex 0 flow // inputs: 1 // #0: uv (medium float) 3x1 [-1] // textures: 2 // #0: tex (low 2d) 0x0 [-1] // #1: vol (low 3d) 0x0 [-1]