rendered paste bodyOriginal HLSL:float4 PS( PS_INPUT input) : SV_Target{ // Calculate lighting assuming light color is <1,1,1,1> float fLighting = saturate( dot( input.Norm, vLightDir ) ); // Load the environment map texture float4 cReflect = g_txEnvMap.Sample( samLinearClamp, input.ViewR ); // Load the diffuse texture and multiply by the lighting amount float4 cDiffuse = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; // Add diffuse to reflection and go float4 cTotal = cDiffuse + cReflect; cTotal.a = 1; return cTotal;}Output GLSL:PS_INPUT VS() { PS_INPUT output = (PS_INPUT) 0; output.Pos = mul(float4(input.Pos, 1), World); output.Pos.x += sin(output.Pos.y * 0.1 + Time) * Waviness; output.Pos = mul(output.Pos, View); output.Pos = mul(output.Pos, Projection); output.Norm = mul(input.Norm, float3x3); output.Tex = input.Tex; float3 viewNorm = mul(output.Norm, float3x3); output.ViewR = reflect(viewNorm, float3(0, 0, -1.0)); return output;};