extern Image displacement_map; vec4 effect(vec4 color, Image texture, vec2 tc, vec2 pc) { vec4 dp = Texel(displacement_map, tc); vec2 p = tc; p.x += (dp.r*2.0 - 1.0)*0.025*dp.a; p.y += (dp.g*2.0 - 1.0)*0.025*dp.a; return color*Texel(texture, p); }