#extension GL_ARB_shader_texture_lod : require
uniform sampler2D tex;
uniform samplerCube cub;
varying vec3 uv;
void main() {
	gl_FragColor = texture2DGradARB(tex,uv.xy,dFdx(uv.xy),dFdy(uv.xy)) + textureCubeGradARB(cub,uv,dFdx(uv),dFdy(uv));
}
