# shockwave

This is a simple example showing a full-screen post-processing [shockwave explosion shader](http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/) with kami. 

You can read more about the concept of FBOs here:  
https://github.com/mattdesl/lwjgl-basics/wiki/FrameBufferObjects

Some other ripple shaders:  
http://adrianboeing.blogspot.com/2011/02/ripple-effect-in-webgl.html   
http://www.patriciogonzalezvivo.com/blog/?p=657   

Note that we're using brfs to inline the shader source.