Sorry I do not see that the cubemap is needed.
The cubemap is used for texturing the main object that cast the scattering, but it is not used by the scattering shader itself.
For example, in the DBPro code, I can change the cubemap,
load image "Media/Cube2.dds",3,2
for this other, 2d texture:
load image "Media/Floor05.jpg",3,0
And the scattering shader keeps on working.
I managed to change the ligt position to come from the X axis.
What I've done:
- In DBPro, feed the light position tweak variable in the shader, something like:
null = make vector4 (3)
set vector4 3, 1,0,0,0
set effect constant vector 3, "LightDir", 3
- Update the sun plain to point in the light direction, as this is used in the shader texture, something like:
`Update sun plain
position object 4,camera position x(),camera position y(),camera position z()
rotate object 4, 0,-90,0
move object 4,2000
And that should be it, but as said before, the Projection Matrix is hardcoded in the shader, and I cannot change it, if I change it, the effect cast the scattering in the wrong direction.
It shows:
matrix ProjMat={0.5,0,0,0.5,0,-0.5,0,0.5,0,0,0.5,0.5,0,0,0,1};
And I supposed it to be changed for:
matrix ProjMat:Projection;
But I better don't do that

Dunno what that ProjMat is doing but it seems it must not be changed, uh
So, problem solved, at least so far. I'll let you know if I encounter any other issues.
Many thanks!
Oh and if get through it, I'll post the results, this must be spectacular. Thanks again!