uniform sampler2D texlow;
uniform mediump sampler2D texmed;
uniform highp sampler2D texhigh;
uniform lowp samplerCube cubelow;
uniform mediump samplerCube cubemed;
uniform highp samplerCube cubehigh;
varying highp vec4 varUV;
void main ()
{
  mediump vec4 c_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = texture2D (texlow, varUV.xy);
  c_1 = tmpvar_2;
  c_1 = (c_1 + texture2D (texmed, varUV.xy));
  highp vec4 tmpvar_3;
  tmpvar_3 = texture2D (texhigh, varUV.xy);
  c_1 = (c_1 + tmpvar_3);
  lowp vec4 tmpvar_4;
  tmpvar_4 = textureCube (cubelow, varUV.xyz);
  c_1 = (c_1 + tmpvar_4);
  c_1 = (c_1 + textureCube (cubemed, varUV.xyz));
  highp vec4 tmpvar_5;
  tmpvar_5 = textureCube (cubehigh, varUV.xyz);
  c_1 = (c_1 + tmpvar_5);
  gl_FragData[0] = c_1;
}


// stats: 5 alu 6 tex 0 flow
// inputs: 1
//  #0: varUV (high float) 4x1 [-1]
// textures: 6
//  #0: texlow (low 2d) 0x0 [-1]
//  #1: texmed (medium 2d) 0x0 [-1]
//  #2: texhigh (high 2d) 0x0 [-1]
//  #3: cubelow (low cube) 0x0 [-1]
//  #4: cubemed (medium cube) 0x0 [-1]
//  #5: cubehigh (high cube) 0x0 [-1]
