float4 diff = tex2D( Tex0, inTex0.xy ) * icol;
outDiffuseColor = diff.rgb;
outOpacity = diff.a;
float2 distort = tex2D( Tex1, inTex0.xy ).xy * 2 - 1;
outDistortion = distort.xy * 0.5 / inViewPos.z;
outSpecularColor = float3( 0, 0, 0 );
outAmbientDiffuseLight = gInstanceData[1].xyz;
