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 ; envmap color * envmaptint +mov_sat r0.a, v0.a ; Put the cheap water blend factor here dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0 ; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel ; NOTE: This is not perspective-correct and results in strange artifacts mul r1.a, 1-t2.a, 1-t2.a ; squared mul r1.a, r1.a, r1.a ; quartic mul_sat r1.a, r1.a, 1-t2.a ; quintic ; t1.a is now the fresnel factor add_sat r0.a, r1.a, r0.a ; Now we have the final blend factor between cheap water + refraction