 
 void main()
 {
-	vec2 pix = warpDual(gl_TexCoord[0].xy);
+	vec2 pix = warpNone(gl_TexCoord[0].xy);
 	//float nx = 3.0 * ofs * (noiz3(gl_TexCoord[0].x, gl_TexCoord[0].y, 0.0) - 0.5);
 	//float ny = 3.0 * ofs * (noiz3(gl_TexCoord[0].y, gl_TexCoord[0].x, 0.0) - 0.5);
 	//pix = vec2(ofs*0.0 + 0.5 - 0.5 * cos(pix.x*3.14), 0.5 - 0.5 * cos(pix.y*3.14));
 
-	//float str = 60.0 * linear(texture2DLod(dep,gl_TexCoord[0].xy, 0.0).x);
+	//float str = 60.0 * linear(textureLod(dep,gl_TexCoord[0].xy, 0.0).x);
 	float str = 20.0;
 	//pix = vec2(pix.x + str * ofs*(0.5 - 0.5 * cos(pix.x*31.4)), pix.y + str * ofs*(0.5 - 0.5 * cos(pix.y*31.4)));
 

	// Color blur
	float r = rd;
	float calpha = 0.3;
	vec4 c0 = texture2DLod(tex,pix, 0.0);
	vec4 c1 = mix(c0, texture2DLod(tex,pix+vec2(ds[1]*r,dc[1]*r), 0.0), calpha); r += rd;
	vec4 c2 = mix(c1, texture2DLod(tex,pix+vec2(ds[2]*r,dc[2]*r), 0.0), calpha); r += rd;
	vec4 c3 = mix(c2, texture2DLod(tex,pix+vec2(ds[3]*r,dc[3]*r), 0.0), calpha); r += rd;
	vec4 c4 = mix(c3, texture2DLod(tex,pix+vec2(ds[4]*r,dc[4]*r), 0.0), calpha); r += rd;
	vec4 c5 = mix(c4, texture2DLod(tex,pix+vec2(ds[5]*r,dc[5]*r), 0.0), calpha); r += rd;
	vec4 color0 = c0;
	vec4 colorn = c5;
	vec4 blur = colorn - color0;

// Project:  LinWarrior 3d
// Home:     hackcraft.de


varying vec3 normal, position, lightdir;
varying float direction;
