//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); }