lambdacube-examples-0.1.1: media/GlassFP.frag
//sampler RT : register(s0);
//sampler NormalMap : register(s1);
//float4 main_ps(float2 iTexCoord : TEXCOORD0) : COLOR
//{
// float4 normal = 2 * (tex2D(NormalMap, iTexCoord * 2.5) - 0.5);
// return tex2D(RT, iTexCoord + normal.xy * 0.05);
//}
uniform sampler2D tex0;
uniform sampler2D tex1;
//varying vec2 uv;
void main()
{
vec2 uv = gl_TexCoord[0].xy;
vec4 normal = 2.0 * (texture2D(tex1, uv * 2.5) - 0.5);
gl_FragColor = texture2D(tex0, uv + normal.xy * 0.05);
// gl_FragColor = vec4(1,0,0,1);
}