It has been a while since I uploaded a video to youtube, I should have uploaded this a while ago. But here it is anyway, if you want to view it click the link below. It just shows of a distortion pass that I can use for heat haze and bullet distortion, I write a normal mapped object to the buffer and then use that to calculate the distortion depending on the opacity.
Normal Map Distortion
On another note, I'm still working away on the mobile stuff. I'm just working on a highscore table class for the game below. I know I could use OpenFeight, but was just sorting out the loading and saving to devices myself.