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, t3, c1					; multiply color by reflecttint
lrp r0.rgb, c1.a, r0, c0		; blend between reflected color and fog color based on constant factor





