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);
}
