#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]
