skia2/tests/sksl/glsl/ShortIntPrecision.glsl

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#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));
}