uniform sampler3D tex;
varying vec3 uv;
void main ()
{
  gl_FragColor = texture3D (tex, uv);
}


// stats: 0 alu 1 tex 0 flow
// inputs: 1
//  #0: uv (high float) 3x1 [-1]
// textures: 1
//  #0: tex (high 3d) 0x0 [-1]
