#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]
