2013-12-19 19:32:50 +01:00

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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);
}