 uniform int uLightCount;
 uniform SLight uLights[LIGHT_MAX];
 uniform SMaterial uMaterial;
+uniform float uElapsedTime;
 
 out vec4 outColor;
 


void main()
{
	const vec2 OffsetScale = vec2(0.1);

	vec3 Diffuse = vec3(0);
	vec2 ScreenTexCoords = ((vScreenPosition.xy / vScreenPosition.w) + 1.0) / 2.0;

	}

	vec3 ShadedColor = Diffuse + uMaterial.AmbientColor;
	vec2 TextureAnimation = vec2(uElapsedTime) * RippleSpeed;
	vec3 OffsetValue = texture(Texture0, vTexCoord * RippleFrequency + TextureAnimation).rgb - 0.5;
	vec2 SampleCoords = ScreenTexCoords + OffsetValue.rg*OffsetScale;

	if (SampleCoords.x >= 1.0)
