sampler TxBase: register(s0); //rgba = rg = offset normals / b = lightnes of specular / a=a! =)
sampler TxRefr: register(s1); //rgba = rg = offset normals / b = lightnes of specular / a=a! =)
float Alpha;

struct PS_INPUT
{
  float2 texCoord: TEXCOORD0;
  float4 texProj  : TEXCOORD1;
};

float4 main (PS_INPUT IN): COLOR0
{
     float2 texC = (IN.texProj.xy*0.5f)/(IN.texProj.z)-0.5;

     float4 dif=tex2D(TxBase,   IN.texCoord.xy);
	dif.x-=0.5f;
	dif.y-=0.5f;

     float3 tex=tex2D(TxRefr,   texC.xy+dif.xy*0.2f).xyz;
	tex.y += 0.05f;
	tex.z += 0.1f;

     return float4(tex, dif.a*Alpha);
}