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1#version 400
2precision mediump float;
3precision mediump sampler2D;
4out mediump vec4 sk_FragColor;
5uniform sampler2D tex;
6in highp vec2 texcoord;
7in mediump ivec2 offset;
8void main() {
9    mediump int scalar = offset.y;
10    sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));
11}
12