This is is a recent technical study. it's basically some vertex noise applied to a sphere. I wanted to create the dissortion using texture lookups. I placed the texture 3 times in the top-left to show that it's horizontally tileable (but not vertically to save performance). Thats necessary to make sure that there are no hard edges in the dissortion. The sphere itself is procedurally textured with a simple stripe pattern.
The DoF effect is based upon Angelo "Encelo" Theodorou GLSL implementation of the algorithm discribed here:
ati.amd.com/developer/shaderx/ShaderX2_Real-TimeDepthOfFieldSimulation.pdf
You can download his shaders here:
encelo.netsons.org/programming/opengl
I modified some parts to fit my purposes. In this example I kept the focal range really small. I guess its not the best way to present a Dof on only one dissorted sphere. But I think both effects put together are quite interesting.