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diff --git a/materialsystem/stdshaders/modelenvmappedbumpmapv2.psh b/materialsystem/stdshaders/modelenvmappedbumpmapv2.psh
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+ps.1.1
+
+;------------------------------------------------------------------------------
+; Environment mapping on a bumped surface
+; t0 - Normalmap
+; t3 - Cube environment map (*must* be a cube map!)
+;
+; c0 - color to multiply the results by
+; Input texture coords required here are a little wonky.
+; tc0.uv <- U,V into the normal map
+; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
+; from tangent space->env map space
+; tc1.q, tc2.q, tc3.q <- eye vector in env map space
+;------------------------------------------------------------------------------
+; This version doesn't multiply by lighting.
+
+; 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
+
+; result goes in output color (multiply by constant color c0)
+mul r0.rgb, t3, c0
+mov r0.a, c0.a
+