uniform sampler3D tex; varying vec3 uv; void main () { gl_FragColor = texture3D (tex, uv); } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: uv (high float) 3x1 [-1] // textures: 1 // #0: tex (high 3d) 0x0 [-1]