   calculating texcoords for reflection texture
  I'm trying to calculate right texture coordinats for reflection texture, till now I use prety 'empiric' way :). Here is my vertex shader:float4 screenPos = mul (ModelViewProj, IN.Position);  //OUT.Position = screenPos; float z = screenPos.w;  // screenPos.y * 0.5 * 1/apsect_ratio OUT.ReflectionTexcoord =  float3(screenPos.x*0.5+0.5*z, screenPos.y*0.5*9/10+0.5*z, z);later in pixel shader I do: float4 Color = tex2Dproj(TexReflection, texcoord.xyz)The problem starts when I rotate the camera around x axis, see my previous thread: water reflection again 
  hi, me again.  I still have the problem with that reflection, though now I know it is wrong modelview matrix... And the bug effect isn't realy rotation of the reflection in the wrong direction (I've tried to solve it with a hack, but I just get oposite  wrong effect). To be clear, by wrong modelview I mean the reflection modelview.OK, but enough words, here is the same problem I had with that water in Crystal Space ( water bug ) though  I've solved it using 'portals hack' (so there was no real solution). If anyone is  interested I can post the ogl version somewhere, it is lgpl. But before I would like to find some solution here...   ;  end here are current screen shots:surfaceunderwater