     vec3 vec = TARGET_FUNC();
 
     // construct vector space given target direction
-    mat3 vecSpace = matrixFromVector(vec);
+    mat3 vecSpace = matrixFromVectorSlow(vec);
 
     vec3 result = vec3(0.0);
     for (int i=0; i<NUM_SAMPLES; ++i) {

    vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);
    vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);
    return mat3(b1, b2, n);
}

float rnd(int i) {

        vec = vec3(-st.x, -st.y, -1);
    }

    return normalize(modifySeams(vec, 1.0 / targetCubeSeamScale()));
}

mat3 matrixFromVector(vec3 n) { // frisvad
