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I guess it's something wrong with your normal buffer. Render out the normal buffer to screen and make sure it's in view space. (or world if the depth is so)


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I used this solution to make a water distortion effect. You could use the sin waves vertically instead of horizontally to possibly achieve your effect. I draw what might get distorted onto a FrameBuffer. I make regions of the buffer texture that will be redrawn with a distortion shader applied. GdxGame.java void create(){ scaleX = ...



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