MajorMagee, ah, I see.
It's odd that it happens - I will check why, but I think you can solve it by adding a line:
In.TexCoord.y = 1-In.TexCoord.y;
just before this one
float3 color = tex2D(Tex0, In.TexCoord).rgb;
in Generic.fx, inside ps_reflector block.
gecko, the mask is scaled to cover the whole sprite, just as standard texture does.
You can adjust the sprite size in effects.xml obviously, but I'm not sure what could be the point of altering the mask scale - if it becomes larger than the sprite it will be clipped at its edges anyway.
It's odd that it happens - I will check why, but I think you can solve it by adding a line:
In.TexCoord.y = 1-In.TexCoord.y;
just before this one
float3 color = tex2D(Tex0, In.TexCoord).rgb;
in Generic.fx, inside ps_reflector block.
gecko, the mask is scaled to cover the whole sprite, just as standard texture does.
You can adjust the sprite size in effects.xml obviously, but I'm not sure what could be the point of altering the mask scale - if it becomes larger than the sprite it will be clipped at its edges anyway.