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Flip UV sample vertically for cubemap +ve X direction
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@@ -24,11 +24,12 @@
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vec3 CalcCubeCoord(vec2 uv, int face)
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{
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// From table 8.19 in GL4.5 spec
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// Map UVs to [-0.5, 0.5] and rotate
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uv -= vec2(0.5);
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vec3 coord;
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if (face == CUBEMAP_FACE_POS_X)
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coord = vec3(0.5, uv.y, -uv.x);
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coord = vec3(0.5, -uv.y, -uv.x);
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else if (face == CUBEMAP_FACE_NEG_X)
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coord = vec3(-0.5, -uv.y, uv.x);
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else if (face == CUBEMAP_FACE_POS_Y)
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