 
 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)));
 

	if (!true && gl_TexCoord[0].x < 0.5) {
		result = vec4(vec3(pow(1.3*ao_, 1.0)), 1.0);
	}
#elif 1
	float mixalpha = 0.5;
	vec4 result = vec4(1.0 * color0.rgb - pow(ao, 3.5)*0.7, 1.0);
	result = mix(result, vec4(vec3(pow(ao_, 3.5)), 3.0), mixalpha);

}


vec2 warpNone(vec2 pix)
{
    return pix;
}


vec2 warpMono(vec2 pix)
{
    float f = -8.1;
