Cube Shader: treat texture as a map, not an environment map
@@ -8,7 +8,7 @@ void main() {
vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
- gl_FragColor = envMapTexelToLinear( texColor );
+ gl_FragColor = mapTexelToLinear( texColor );
gl_FragColor.a *= opacity;
#include <tonemapping_fragment>
@@ -68,7 +68,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
};
// enable code injection for non-built-in material
- Object.defineProperty( boxMesh.material, 'envMap', {
+ Object.defineProperty( boxMesh.material, 'map', {
get: function () {