#extension GL_ARB_shader_texture_lod : require 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)); }