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/* [config] * expect_result: pass * glsl_version: 1.10 * require_extensions: GL_ARB_shader_texture_lod * [end config] */ #extension GL_ARB_shader_texture_lod: require uniform samplerCube s; varying vec3 coord; varying vec3 dPdx; varying vec3 dPdy; void main() { gl_FragColor = textureCubeGradARB(s, coord, dPdx, dPdy); }