#include <HLSL_SM4Support.hlsl>

SAMPLER2D(RT, 0);
SAMPLER2D(NormalMap, 1);

float4 main_ps(float4 pos : POSITION, float2 iTexCoord : TEXCOORD0) : COLOR
{
	float4 normal = 2 * (tex2D(NormalMap, iTexCoord * 2.5) - 0.5);

	return tex2D(RT, iTexCoord + normal.xy * 0.05);
}
