#version 300 es
in mediump vec3 uv;
out lowp vec4 outColor;
uniform sampler2D tex;
uniform lowp sampler3D vol;
void main ()
{
  lowp vec4 c_1;
  c_1 = (textureOffset (tex, uv.xy, ivec2(-2, -3)) + textureOffset (tex, uv.xy, 0.5, ivec2(4, 5)));
  c_1 = (c_1 + textureOffset (vol, uv, ivec3(-2, -3, -4)));
  c_1 = (c_1 + textureOffset (vol, uv, -0.5, ivec3(4, 5, 6)));
  c_1 = (c_1 + texelFetch (tex, ivec2(1, 2), 1));
  c_1 = (c_1 + texelFetch (vol, ivec3(1, 2, 3), 2));
  c_1 = (c_1 + texelFetchOffset (tex, ivec2(1, 2), 3, ivec2(-2, -3)));
  c_1 = (c_1 + texelFetchOffset (vol, ivec3(1, 2, 3), 0, ivec3(-2, -3, -4)));
  outColor = c_1;
}


// stats: 7 alu 8 tex 0 flow
// inputs: 1
//  #0: uv (medium float) 3x1 [-1]
// textures: 2
//  #0: tex (low 2d) 0x0 [-1]
//  #1: vol (low 3d) 0x0 [-1]
