export default /* glsl */` uniform samplerCube tCube; uniform float tFlip; uniform float opacity; varying vec3 vWorldDirection; void main() { vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) ); gl_FragColor = mapTexelToLinear( texColor ); gl_FragColor.a *= opacity; #include #include } `;