uniform mat3 u_cubeMapPanoramaTransform; in vec3 position; out vec3 v_texCoord; void main() { vec3 p = czm_viewRotation * (u_cubeMapPanoramaTransform * (czm_entireFrustum.y * position)); gl_Position = czm_projection * vec4(p, 1.0); v_texCoord = position.xyz; }