#extension GL_EXT_shader_texture_lod : enable #extension GL_OES_standard_derivatives : enable uniform sampler2D tex; uniform samplerCube cub; varying vec3 uv; void main () { lowp vec4 tmpvar_1; tmpvar_1 = (texture2DGradEXT (tex, uv.xy, dFdx(uv.xy), dFdy(uv.xy)) + textureCubeGradEXT (cub, uv, dFdx(uv), dFdy(uv))); gl_FragColor = tmpvar_1; } // inputs: 1, stats: 5 alu 2 tex 0 flow