looks great. Its still some kind of magic to me how shaders work.
Thanks. In Case a short Explanation of that Magic is implicitly being requested here, I would rather compare it to an Effects Pedal that you plug between your E-Guitar and your Amplifier -- it picks up the basic Signal that your Machine has already processed but will modify it before it reaches the Output. Here, the Shader takes Information from every single Pixel (i.e. Fragment, thusly also called "Fragment-Shader") of the rendered Texture either the entire Screen or just an Object in the Scene, and will modify each single Pixel according to certain Values set in the Shader, before the Texture will then continue to be sent to the Display-Output. (Not the most professional Description, but still.)
In the two Shaders I have offered here, the given Cloud-Texture modifies each Pixel of the Screen or just Part of it, but not by changing the Color-Values of the Texture, but primarily by modifying the Texture-Coordinates, distorting the Texture-Coordinates depending on the Brightness of certain Spots of the the Cloud-Texture as it is being projected onto the Texture (and in Case of the Reflection-Shader there is also a simple Inversion (and Offsetting) of the Texture-Coordinates taking Place).
If the Effect should look a Bit different, you can just change the Distortion-Texture (and also get some interesting Effects by trying certain Shapes and Contrasts) -- such Distortions can also be generated in Realtime with Sinewave-Function and the like, but producing even just a very simple Cloud-Effect in Realtime with very little Detail can take a Lot of Processing-Power, so you are better off just using a Texture (if your Engine allows it, as is the Case with Visionaire5).
Also keep in Mind that with more (and more complex) Operations inside of a Shader or even just with the Size of a Texture to be modified (think Screen-Resolution), the Amount of Operations to be done on the Amount of Pixels can, as it gets bigger, possibly have a negative Input on your Game's Performance. However, so far I have had far less Performance-Issues with Screen-Shaders in Visionaire than in any of the 3D-Engines I have coded Shaders in (i.e. BGE and Unity), so I wouldn't worry about Performance when implementing Shaders.