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doom 3 smoke / fire

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grab the framebuffer as a texture in the area where the haze is, + simply apply some fragment shader to it results in a destorted image, check javacooldudes site he has a similar example

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You don't even need to use fragment shaders for it. Grab the framebuffer as a texture, then render a grid of quads textured with it. If you move around the vertices in the grid, the image will distort - pulling vertices towards a single point will cause a 'pinching' effect, for example.

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wow, that's a neat idea superpig. just to add my 2 cent, I got to thinking and realized if you wanted more smooth refraction effects, you could use a bezier patches or something simliliar, I'd think that doing this kindof image morphing with poly, to get good results would require large number of poly. I'd assume to small a number would expose the pologonal structure of the latice.

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