sampler cubeTex: register(s0); float Roughness; float4 PS( float4 uvwTex : TEXCOORD0 ) : COLOR { uvwTex.w = Roughness; //return texCUBEbias( cubeTex, uvwTex); return texCUBElod( cubeTex, uvwTex); //return texCUBE( cubeTex, uvwTex); }