#version 330 core in vec3 texCoord; uniform samplerCube cm; out vec4 color; void main() { vec3 tc; tc = vec3(-texCoord.x, -texCoord.y, texCoord.z); if (texCoord.y > 0.999999 || texCoord.y < -0.999999) tc = vec3(texCoord.x, texCoord.y, texCoord.z); color = texture(cm, tc); }