sampler RT : register(s0); sampler NormalMap : register(s1); float4 main_ps(float2 iTexCoord : TEXCOORD0) : COLOR { float4 normal = 2 * (tex2D(NormalMap, iTexCoord * 2.5) - 0.5); return tex2D(RT, iTexCoord + normal.xy * 0.05); }