#version 120 varying vec2 uv; uniform samplerCube cubeMap; uniform int mapping; #include "lib/util/coordinates.glsl" void main(void) { vec3 c; if (mapping == 0) c = sphericalCoords(uv); else if (mapping == 1) c = cylindricalCoords(uv); else c = planetCoords(uv); gl_FragData[0] = textureCube(cubeMap,c); }