"#endif\n",
"\n",
"#ifdef USEREFLECTCUBE\n",
-" vec3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
-" vec3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
-" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
+" myhalf3 TangentReflectVector = reflect(-EyeVectorFogDepth.xyz, surfacenormal);\n",
+" myhalf3 ModelReflectVector = TangentReflectVector.x * VectorS.xyz + TangentReflectVector.y * VectorT.xyz + TangentReflectVector.z * VectorR.xyz;\n",
+" myhalf3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n",
" diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n",
"#endif\n",
"\n",