#version 100 precision mediump int; precision mediump float; uniform sampler2D RT; uniform sampler2D NormalMap; varying vec2 uv; void main() { vec4 normal = 2.0 * (texture2D(NormalMap, uv * 2.5) - 0.5); gl_FragColor = texture2D(RT, uv + normal.xy * 0.05); }