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diff --git a/materialsystem/stdshaders/WaterCheapNoFresnelOpaque_ps11.psh b/materialsystem/stdshaders/WaterCheapNoFresnelOpaque_ps11.psh
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+ps.1.1
+
+; Get the 3-vector from the normal map
+tex t0
+
+; Perform matrix multiply to get a local normal bump. Then
+; reflect the eye vector through the normal and sample from
+; a cubic environment map.
+texm3x3pad t1, t0_bx2
+texm3x3pad t2, t0_bx2
+texm3x3vspec t3, t0_bx2
+
+mul r0, t3, c1 ; multiply color by reflecttint
+lrp r0.rgb, c1.a, r0, c0 ; blend between reflected color and fog color based on constant factor
+
+
+
+
+