#extension GL_ARB_shader_texture_lod : require float xll_dFdx_f(float f) { return dFdx(f); } vec2 xll_dFdx_vf2(vec2 v) { return dFdx(v); } vec3 xll_dFdx_vf3(vec3 v) { return dFdx(v); } vec4 xll_dFdx_vf4(vec4 v) { return dFdx(v); } mat2 xll_dFdx_mf2x2(mat2 m) { return mat2( dFdx(m[0]), dFdx(m[1])); } mat3 xll_dFdx_mf3x3(mat3 m) { return mat3( dFdx(m[0]), dFdx(m[1]), dFdx(m[2])); } mat4 xll_dFdx_mf4x4(mat4 m) { return mat4( dFdx(m[0]), dFdx(m[1]), dFdx(m[2]), dFdx(m[3])); } float xll_dFdy_f(float f) { return dFdy(f); } vec2 xll_dFdy_vf2(vec2 v) { return dFdy(v); } vec3 xll_dFdy_vf3(vec3 v) { return dFdy(v); } vec4 xll_dFdy_vf4(vec4 v) { return dFdy(v); } mat2 xll_dFdy_mf2x2(mat2 m) { return mat2( dFdy(m[0]), dFdy(m[1])); } mat3 xll_dFdy_mf3x3(mat3 m) { return mat3( dFdy(m[0]), dFdy(m[1]), dFdy(m[2])); } mat4 xll_dFdy_mf4x4(mat4 m) { return mat4( dFdy(m[0]), dFdy(m[1]), dFdy(m[2]), dFdy(m[3])); } vec4 xll_tex2Dgrad(sampler2D s, vec2 coord, vec2 ddx, vec2 ddy) { return texture2DGradARB( s, coord, ddx, ddy); } vec4 xll_texCUBElod(samplerCube s, vec4 coord) { return textureCubeLod( s, coord.xyz, coord.w); } vec4 xll_texCUBEgrad(samplerCube s, vec3 coord, vec3 ddx, vec3 ddy) { return textureCubeGradARB( s, coord, ddx, ddy); } #line 1 uniform sampler2D tex; uniform samplerCube cub; #line 4 vec4 xlat_main( in vec4 uv ) { #line 5 vec4 c = vec4( 0.0); c += xll_texCUBElod( cub, vec4( uv.xyz, 0.0)); c += xll_tex2Dgrad( tex, uv.xy, xll_dFdx_vf2(uv.xy), xll_dFdy_vf2(uv.xy)); c += xll_texCUBEgrad( cub, uv.xyz, xll_dFdx_vf3(uv.xyz), xll_dFdy_vf3(uv.xyz)); #line 9 return c; } varying vec4 xlv_TEXCOORD0; void main() { vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // cub: type 28 arrsize 0 // tex: type 25 arrsize 0