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

; multiply color by reflecttint
mul r0.rgb, r3, c1 
+mov_sat r0.a, v0.a				; Necessary since v0.a may be negative
add_sat r0.a, c1.a, r0.a
