ps.1.1 // t0 = BumpMap // t1 = WorldSpace0 + Eye.x // t2 = WorldSpace1 + Eye.y // t3 = WorldSpace2 + Eye.z // Decl(t0, Normal) (non signée) // Decl(t3, EnvSpec) ; 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 ; Map reflect (spec) eye in w ; result goes in output color mov r0, t3