 				float ay = abs(y);
 				float az = abs(z);
 
-
 				if (ax >ay && ax > az && x>=0)
 				{
-					st.x = -(z / ax);
+					st.x = -z / ax;
 					st.y = -y / ax;
 
 					return RIGHT;

				int TextureIndex = GetCubemapIndex( View, st );
				//return float4(View.x, View.y,View.z,1);
				//return float4(st.x,st.y,0,1);
				st += float2(1,1);
				st /= float2(2,2);
				st.y = 1 - st.y;

				bool RenderFaceDebug = false;
				if ( RenderFaceDebug )
				{
					if ( TextureIndex == TOP )		return float4( 1, 0, 0, 1 );//tex2D( CubemapTop, st );
					if ( TextureIndex == BOTTOM )	return float4( 0, 1, 0, 1 );//tex2D( CubemapBottom, st );
					if ( TextureIndex == LEFT )		return float4( 0, 0, 1, 1 );//tex2D( CubemapLeft, st );
					if ( TextureIndex == RIGHT )	return float4( 1, 1, 0, 1 );//tex2D( CubemapRight, st );
					if ( TextureIndex == FRONT )	return float4( 0, 1, 1, 1 );//tex2D( CubemapFront, st );
					if ( TextureIndex == BACK )		return float4( 1, 0, 1, 1 );//tex2D( CubemapBack, st );
				}        	
				if ( TextureIndex == TOP )		return tex2D( CubemapTop, st );
				if ( TextureIndex == BOTTOM )	return tex2D( CubemapBottom, st );
				if ( TextureIndex == LEFT )		return tex2D( CubemapLeft, st );

			fixed4 frag (v2f i) : SV_Target
			{
				//	rotate uv (??)
				float2 uv = i.uv.xy;

				float2 LatLon;

				//uv.y *= 2;
				uv.x *= 2;
				uv.y *= 1;
				LatLon.x = lerp( -UNITY_PI/2, UNITY_PI/2, uv.y );
				LatLon.y = lerp( -UNITY_PI/2, UNITY_PI/2, uv.x );
				float3 View = LatLonToView( LatLon );


