!!samps reflectcube struct a2v { float4 pos: POSITION; }; struct v2f { #ifndef FRAGMENT_SHADER float4 pos: POSITION; #endif float3 texc: TEXCOORD0; }; #ifdef VERTEX_SHADER float4x4 m_modelviewprojection; v2f main (a2v inp) { v2f outp; outp.pos = mul(m_modelviewprojection, inp.pos); outp.texc = inp.pos.xyz; return outp; } #endif #ifdef FRAGMENT_SHADER float3 e_eyepos; sampler s_reflectcube; float4 main (v2f inp) : COLOR0 { float3 tc = inp.texc - e_eyepos.xyz; tc.y = -tc.y; return texCUBE(s_reflectcube, tc); } #endif