#extension GL_ARB_shader_texture_lod : enable 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))); } // stats: 5 alu 2 tex 0 flow // inputs: 1 // #0: uv (high float) 3x1 [-1] // textures: 2 // #0: tex (high 2d) 0x0 [-1] // #1: cub (high cube) 0x0 [-1]