uniform sampler2D texlow; uniform mediump sampler2D texmed; #line 3 uniform highp sampler2D texhigh; uniform samplerCube cubelow; uniform mediump samplerCube cubemed; #line 7 uniform highp samplerCube cubehigh; #line 9 mediump vec4 xlat_main( in highp vec4 uv ) { #line 11 mediump vec4 c; c = texture( texlow, uv.xy); c += texture( texmed, uv.xy); c += texture( texhigh, uv.xy); #line 15 c += texture( cubelow, uv.xyz); c += texture( cubemed, uv.xyz); c += texture( cubehigh, uv.xyz); return c; } in highp vec4 xlv_TEXCOORD0; void main() { mediump vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // cubehigh: type 28 arrsize 0 // cubelow: type 28 arrsize 0 // cubemed: type 28 arrsize 0 // texhigh: type 25 arrsize 0 // texlow: type 25 arrsize 0 // texmed: type 25 arrsize 0