#extension GL_EXT_shader_texture_lod : enable #extension GL_OES_standard_derivatives : enable uniform sampler2D tex; uniform lowp samplerCube cub; varying highp vec3 uv; void main () { lowp vec4 tmpvar_1; tmpvar_1 = texture2DGradEXT (tex, uv.xy, dFdx(uv.xy), dFdy(uv.xy)); lowp vec4 tmpvar_2; tmpvar_2 = textureCubeGradEXT (cub, uv, dFdx(uv), dFdy(uv)); gl_FragColor = (tmpvar_1 + tmpvar_2); } // stats: 5 alu 2 tex 0 flow // inputs: 1 // #0: uv (high float) 3x1 [-1] // textures: 2 // #0: tex (low 2d) 0x0 [-1] // #1: cub (low cube) 0x0 [-1]