 
 		#elif defined( ENVMAP_TYPE_CUBE_UV )
 
-			vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
+			vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
 			vec4 envMapColor = textureCubeUV( queryVec, 1.0 );
 
 		#else


		#endif

		#include <normal_flip>

		reflectVec = inverseTransformDirection( reflectVec, viewMatrix );

		float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );

		#ifdef ENVMAP_TYPE_CUBE

			vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );

			#ifdef TEXTURE_LOD_EXT



		#elif defined( ENVMAP_TYPE_CUBE_UV )

			vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
			vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));

		#elif defined( ENVMAP_TYPE_EQUIREC )

			vec2 sampleUV;
			sampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );
			sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;

			#ifdef TEXTURE_LOD_EXT

