float4 diff = tex2D( Tex0, inTex0.xy + float2(0.01125,0.03144) * gInstanceData[0].x );
float4 dif2 = tex2D( Tex0, inTex0.xy + float2(-0.04125,0.01144) * gInstanceData[0].x );
diff = lerp( diff, float4(diff.rgb+dif2.rgb,1), dif2.a );
outDiffuseColor = float3(0,0,0);
outOpacity = diff.r * icol.r;
float2 distort = tex2D( Tex1, inTex0.xy ).xy * 2 - 1;
outDistortion = distort.xy * 0.2 / inViewPos.z;
outSpecularColor = float3( 0, 0, 0 );
outEmissiveLight = diff;
