Can you post your shader code? For testing you might try just rendering your 
texture coordinates for the scene texture, and the texture coordinates for your 
blending texture, they should be different.

If you are still using this:

" vec4 sceneColor = texture2D(sceneTexture, texCoord);\n"
" vec4 blendingColor = texture2D(blendTexture, texCoord);\n" 

Using the screen space coordinate for your sceneColor, is basically going to 
have the affect of undoing the warping. You need a texture coordinate from your 
warping geometry.

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69310#69310





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