Texture TargetMap;
sampler2D g_samSrcColor = sampler_state { texture = <TargetMap>; MipFilter = Linear;	};

float4 vecSkill1;

float4 postprocessing_displacement(float2 Tex : TEXCOORD0) : COLOR0 
{   
	float displacement = vecSkill1.x/5000.;
   float2 disp = displacement*(tex2D(g_samSrcColor, Tex.xy).xy-(float2)0.5);
	return tex2D(g_samSrcColor, Tex.xy+disp);
}

technique PostProcess 
{
	pass p1 
	{
		AlphaBlendEnable = false;	
		VertexShader = null;
		PixelShader = compile ps_2_0 postprocessing_displacement();
	}
}