Texture2D g_txDiffuse; TextureCube g_txEnvMap; PS_INPUT VS() { PS_INPUT output = ; output.Pos = mul(float4(input.Pos, 1), World); output.Pos.x = ; output.Pos = mul(output.Pos, View); output.Pos = mul(output.Pos, Projection); output.Norm = mul(input.Norm); output.Tex = input.Tex; float3 viewNorm = mul(output.Norm); output.ViewR = reflect(viewNorm, float3(0, 0, -1.0)); }; float4 PS() { float fLighting = saturate(dot(input.Norm, vLightDir)); float4 cReflect = ; float4 cDiffuse = ; float4 cTotal = ; cTotal.a = 1; };