rendered paste bodyOriginal HLSL:PS_INPUT VS( VS_INPUT input ){ PS_INPUT output = (PS_INPUT)0; output.Pos = mul( float4(input.Pos,1), World ); output.Pos.x += sin( output.Pos.y*0.1f + Time )*Waviness; output.Pos = mul( output.Pos, View ); output.Pos = mul( output.Pos, Projection ); output.Norm = mul( input.Norm, (float3x3)World ); output.Tex = input.Tex; // Calculate the reflection vector float3 viewNorm = mul( output.Norm, (float3x3)View ); output.ViewR = reflect( viewNorm, float3(0,0,-1.0) ); return output;}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;};