#version 400 | |
precision mediump float; | |
precision mediump sampler2D; | |
out mediump vec4 sk_FragColor; | |
uniform sampler2D tex; | |
in highp vec2 texcoord; | |
in mediump ivec2 offset; | |
void main() { | |
mediump int scalar = offset.y; | |
sk_FragColor = texture(tex, texcoord + vec2(offset * scalar)); | |
} |