Flip cubemap x texture coordinate;
@@ -114,7 +114,7 @@ const char* lovrCubeVertexShader = ""
const char* lovrCubeFragmentShader = ""
"in vec3 texturePosition[2]; \n"
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
-" return graphicsColor * texture(lovrEnvironmentTexture, texturePosition[lovrViewportIndex]); \n"
+" return graphicsColor * texture(lovrEnvironmentTexture, texturePosition[lovrViewportIndex] * vec3(-1, 1, 1)); \n"
"}";
const char* lovrPanoFragmentShader = ""
