// Samplers varying vec2 vUV; uniform samplerCube textureSampler; void main(void) { vec2 uv = vUV * 2.0 - 1.0; #ifdef POSITIVEX gl_FragColor = textureCube(textureSampler, vec3(1.001, uv.y, uv.x)); #endif #ifdef NEGATIVEX gl_FragColor = textureCube(textureSampler, vec3(-1.001, uv.y, uv.x)); #endif #ifdef POSITIVEY gl_FragColor = textureCube(textureSampler, vec3(uv.y, 1.001, uv.x)); #endif #ifdef NEGATIVEY gl_FragColor = textureCube(textureSampler, vec3(uv.y, -1.001, uv.x)); #endif #ifdef POSITIVEZ gl_FragColor = textureCube(textureSampler, vec3(uv, 1.001)); #endif #ifdef NEGATIVEZ gl_FragColor = textureCube(textureSampler, vec3(uv, -1.001)); #endif }