| #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)); | |
| } |