ps.1.4 ; Get the 3-vector from the normal map texld r0, t0 ; Get environment matrix texcrd r1.rgb, t1 texcrd r2.rgb, t2 texcrd r3.rgb, t3 ; Normalize eye-ray vector through normalizer cube map texld r4, t4 ; <---- CUBE MAP here!!! ; Transform normal dp3 r5.r, r1, r0_bx2 dp3 r5.g, r2, r0_bx2 dp3 r5.b, r3, r0_bx2 ; Reflection calculatiom dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye) mul r3.rgb, r5, r3 ; 2N(N.Eye) dp3 r2.rgb, r5, r5 ; N.N mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N) phase ; Sample environment map texld r3, r2 texld r4, t5 ; Normalize the tangent-space eye vector ; dot eye-vector with per-pixel normal from r0 dp3_sat r1, r4_bx2, r0_bx2 ; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel mul r0.a, 1-r1.a, 1-r1.a ; squared mul r0.a, r0.a, r0.a ; quartic mul_sat r1.a, r0.a, 1-r1.a ; quintic ; multiply color by reflecttint mul r0, r3, c1 ; blend between reflected color and fog color based on fresnel lrp r0.rgb, r1.a, r0, c0