PixelShader SeaPS_XBoxReflect { asm { ; Pixel shader - Bumped surface reflections. ; Transforms the bumpmap into the local coordinate system ; by the basis vectors supplied from the vertex shader. ; Then uses the normal and eye vector to generate a ; reflection vector which looks into a cubemap. #include "reflect.h" ; Declare pixel shader version 1.0 ps.1.1 ; Define t0 as a standard 3-vector from bumpmap 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 ; result goes in output color mov r0, t3 mul r0, r0, v0 add r0.rgb, r0, v1 } } PixelShader SeaPS_XBoxReflectSunRoad { asm { #include "reflect.h" ps.1.1 tex t0 texm3x3pad t1, t0_bx2 texm3x3pad t2, t0_bx2 texm3x3vspec t3, t0_bx2 mov r0, t3 mul r0.rgb, r0, v1.a } }