#extension GL_EXT_shader_texture_lod : require
#extension GL_OES_standard_derivatives : require
uniform sampler2D tex;
uniform samplerCube cub;
varying vec3 uv;
void main() {
	gl_FragColor = texture2DGradEXT(tex,uv.xy,dFdx(uv.xy),dFdy(uv.xy)) + textureCubeGradEXT(cub,uv,dFdx(uv),dFdy(uv));
}
