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Update rive-cpp to 2.0 version
[platform/core/uifw/rive-tizen.git]
/
submodule
/
skia
/
tests
/
sksl
/
glsl
/
ShortIntPrecision.glsl
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#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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}