(WASD camera control) (Construct .993)
Distort map is "Negative shift" only (Below zero in mesh editor) then using Sprite Z elevation to bring it closer to the camera. The issue i'm seeing is pretty obvious - theres a popping of the distorted sprites that seems to occur when the center of the distorted mesh is too far out of the view frustum of the camera.
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This is a bug report. You should submit it to the tracker.
Wasn't sure if it was working as intended or not - view frustum culling is really common for render engines.