for cubemap reflections you might wanna use this:
Code:
float3 vNormal = ... (normalized world-space normal with normalmapping applied)
float3 vViewPixel = PixelWorldCoord - ViewWorldCoord;
float3 vReflected = reflect(vViewPixel, vNormal);
float3 ReflectionColor = texCUBE(smpCube, vReflected).rgb;



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