#version 300 es precision mediump float; uniform lowp sampler3D tex; in vec3 uv; out lowp vec4 _fragColor; void main () { _fragColor = texture (tex, uv); } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: uv (high float) 3x1 [-1] // textures: 1 // #0: tex (low 3d) 0x0 [-1]