rendered paste body// vim: filetype=cpp%TEX2D image = loading%TEX2D depth = loading%TEX2D blured = loading%VERTEX_SHADERuniform mat4x4 lastView;uniform float maxDistance;uniform float dtime;varying vec2 vTexCoord;varying vec4 moveAmount;void main (void){ vec4 Position; vec4 moveAmountVec = ((gl_ModelViewMatrix*gl_Vertex)-(lastView*gl_Vertex)); float amount = abs(sqrt(moveAmountVec.x*moveAmountVec.x + moveAmountVec.y*moveAmountVec.y + moveAmountVec.z * moveAmountVec.z))/maxDistance; Position = gl_ModelViewMatrix * gl_Vertex; gl_Position = gl_ProjectionMatrix * Position; moveAmountVec = gl_ProjectionMatrix * moveAmountVec; moveAmountVec = Position - gl_ProjectionMatrix*(lastView*gl_Vertex); moveAmount.x = moveAmountVec.x; moveAmount.y = moveAmountVec.y; moveAmount.z = moveAmountVec.z; vTexCoord = gl_MultiTexCoord0.st;}%FRAGMENT_SHADERuniform sampler2D image;uniform sampler2D depth;uniform sampler2D blured;uniform float scale;uniform float time;uniform vec2 noiseoffset;uniform float foo;uniform float height;varying vec2 vTexCoord;varying vec4 moveAmount;void main (void){ gl_FragColor = normalize(moveAmount);}// }//