ps.1.1
; Get the 3-vector from the normal map
tex t0
; Perform matrix multiply to get a local normal bump. Then
; reflect the eye vector through the normal and sample from
; a cubic environment map.
texm3x3pad t1, t0_bx2
texm3x3pad t2, t0_bx2
texm3x3vspec t3, t0_bx2
mul r0.rgb, t3, c1 ; multiply color by reflecttint
#ifndef _XBOX
+mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1!
#else
+mov r0.a, v0_sat.a
#endif
#ifndef _XBOX
add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor
#else
add r0.a, c1.a, r0.a
mov r0.a, r0_sat.a
#endif