|  | #version 400
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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 mediump ivec2 offset;
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							|  | void main() {
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							|  |     mediump int scalar = offset.y;
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							|  |     sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));
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							|  | }
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