 
 void main()
 {
-	const vec2 OffsetScale = vec2(0.1);
+	const vec2 OffsetScale = vec2(0.02);
+	const vec2 RippleSpeed = vec2(0.1, 0.2);
+	const vec2 RippleFrequency = vec2(8.0);
 
 	vec3 Diffuse = vec3(0);
 	vec2 ScreenTexCoords = ((vScreenPosition.xy / vScreenPosition.w) + 1.0) / 2.0;

	}

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

	if (SampleCoords.x >= 1.0)

uniform int uLightCount;
uniform SLight uLights[LIGHT_MAX];
uniform SMaterial uMaterial;
uniform float uElapsedTime;

out vec4 outColor;

