in vec3 position; out vec3 v_textureCoordinates; uniform vec3 u_faceDirection; vec3 getCubeMapDirection(vec2 uv, vec3 faceDir) { vec2 scaledUV = uv; if (faceDir.x != 0.0) { return vec3(faceDir.x, scaledUV.y, scaledUV.x * faceDir.x); } else if (faceDir.y != 0.0) { return vec3(scaledUV.x, -faceDir.y, -scaledUV.y * faceDir.y); } else { return vec3(scaledUV.x * faceDir.z, scaledUV.y, -faceDir.z); } } void main() { v_textureCoordinates = getCubeMapDirection(position.xy, u_faceDirection); v_textureCoordinates.y = -v_textureCoordinates.y; v_textureCoordinates.z = -v_textureCoordinates.z; gl_Position = vec4(position, 1.0); }