Given that
fragment.texcoord[3] contains a vector multiplied by the inverse transpose of the modelview matrix.
( and is not already normalized )
texture[1] contains a normalizing cube map.
These two ARBfp snippets should be pretty much the same, right?
Code :# normalize with math DP3 normal.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ normal.w, normal.w; MUL normal.xyz, fragment.texcoord[3], normal.w; # normalize via cube maps #TEX normal.xyz, fragment.texcoord[3], texture[1], 3D; #MAD normal.xyz, normal, two, neg_one;



