diff --git a/src/renderers/shaders/ShaderLib/cube_frag.glsl b/src/renderers/shaders/ShaderLib/cube_frag.glsl index 81e2724eeaf4b1..4b8a49913c977b 100644 --- a/src/renderers/shaders/ShaderLib/cube_frag.glsl +++ b/src/renderers/shaders/ShaderLib/cube_frag.glsl @@ -2,11 +2,11 @@ uniform samplerCube tCube; uniform float tFlip; uniform float opacity; -varying vec3 vWorldPosition; +varying vec3 vWorldDirection; void main() { - gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) ); + gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) ); gl_FragColor.a *= opacity; } diff --git a/src/renderers/shaders/ShaderLib/cube_vert.glsl b/src/renderers/shaders/ShaderLib/cube_vert.glsl index 91fc307f3b220d..86df04783f9a47 100644 --- a/src/renderers/shaders/ShaderLib/cube_vert.glsl +++ b/src/renderers/shaders/ShaderLib/cube_vert.glsl @@ -1,10 +1,10 @@ -varying vec3 vWorldPosition; +varying vec3 vWorldDirection; #include void main() { - vWorldPosition = transformDirection( position, modelMatrix ); + vWorldDirection = transformDirection( position, modelMatrix ); #include #include diff --git a/src/renderers/shaders/ShaderLib/equirect_frag.glsl b/src/renderers/shaders/ShaderLib/equirect_frag.glsl index e33b09e71ee511..eaf2ff2eadf650 100644 --- a/src/renderers/shaders/ShaderLib/equirect_frag.glsl +++ b/src/renderers/shaders/ShaderLib/equirect_frag.glsl @@ -1,12 +1,12 @@ uniform sampler2D tEquirect; -varying vec3 vWorldPosition; +varying vec3 vWorldDirection; #include void main() { - vec3 direction = normalize( vWorldPosition ); + vec3 direction = normalize( vWorldDirection ); vec2 sampleUV; diff --git a/src/renderers/shaders/ShaderLib/equirect_vert.glsl b/src/renderers/shaders/ShaderLib/equirect_vert.glsl index d2ca8a2b0754d6..da1dfcbf28ab97 100644 --- a/src/renderers/shaders/ShaderLib/equirect_vert.glsl +++ b/src/renderers/shaders/ShaderLib/equirect_vert.glsl @@ -1,10 +1,10 @@ -varying vec3 vWorldPosition; +varying vec3 vWorldDirection; #include void main() { - vWorldPosition = transformDirection( position, modelMatrix ); + vWorldDirection = transformDirection( position, modelMatrix ); #include #include