#extension GL_EXT_shader_texture_lod : require #extension GL_OES_standard_derivatives : require uniform sampler2D tex; uniform samplerCube cub; varying vec3 uv; void main() { gl_FragColor = texture2DGradEXT(tex,uv.xy,dFdx(uv.xy),dFdy(uv.xy)) + textureCubeGradEXT(cub,uv,dFdx(uv),dFdy(uv)); }