#version 150 uniform sampler2D RT; uniform sampler2D NormalMap; in vec2 oUv0; out vec4 fragColour; void main() { vec4 normal = 2.0 * (texture(NormalMap, oUv0 * 2.5) - 0.5); fragColour = texture(RT, oUv0 + normal.xy * 0.05); }