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Simple lens shader that uses object's normals to distort the background. Render texture without this object, use it as "ScreenMapSampler" and then render all scene including this object in final frame. Not best implementation, but it works. struct PS_OUTPUT{float4 Color : COLOR0;}; struct VS_Lens { float4 Position: POSITION; float4 ...


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This is probably the issue: https://www.opengl.org/wiki/Framebuffer_Object#Feedback_Loops Using a texture that is currently bound to an FBO that is current bound as the rendering target is undefined. You must unbind the FBO before using the texture. You can leave the texture bound to the FBO so long as the FBO itself is unbound. You need to bind a 2nd FBO ...


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Personally, I would pass the array of liquid, free flowing particles into an array of inter connected, rigidly attached particles. Basically, I am saying to take the hint of your physics code, that let's you know when a particle's rigid body went to sleep by having its velocity reach or approach 0 for enough time. Use this information to weld particles ...



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