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