extern Image backBuffer; extern vec2 screen = vec2(800.0, 600.0); extern float refractionStrength = 1.0; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y); vec4 normal = Texel(texture, texture_coords); if(normal.a > 0.0) { vec4 normalOffset = Texel(texture, vec2(texture_coords.x + (normal.x - 0.5) * pSize.x * refractionStrength, texture_coords.y + (normal.y - 0.5) * pSize.y * refractionStrength)); if(normalOffset.a > 0.0) { return Texel(backBuffer, vec2(texture_coords.x + (normal.x - 0.5) * pSize.x * refractionStrength, texture_coords.y + (normal.y - 0.5) * pSize.y * refractionStrength)); } else { return Texel(backBuffer, texture_coords); } } else { return vec4(0.0); } }