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#version 310es
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precision mediump float;
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precision mediump sampler2D;
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out mediump vec4 sk_FragColor;
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uniform sampler2D tex;
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in highp vec2 texcoord;
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in highp ivec2 offset;
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void main() {
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highp int scalar = offset.y;
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sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));
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}
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