 		CubemapBack ("CubemapBack", 2D) = "white" {}
 		CubemapTop ("CubemapTop", 2D) = "white" {}
 		CubemapBottom ("CubemapBottom", 2D) = "white" {}
+		Cubemap("Cubemap", CUBE ) = "white" {}
 	}
 	SubShader
 	{

			
			#include "UnityCG.cginc"
			#include "PopCommon.cginc"

			struct appdata
			{

			{
				//	rotate uv (??)
				float2 uv = i.uv.yx;

				#if !defined(USE_CUBEMAP)
				uv.y = 1 - uv.y;
				#endif

				float2 LatLon;


				//#if defined(USE_CUBEMAP)
				uv.y *= 2;
				//#endif

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




				#if defined(USE_CUBEMAP)
				return float4( View, 1 );
					float4 Rgba = texCUBE( Cubemap, View );
					Rgba.a = 1;
					return Rgba;
				#elif USE_MULTIFACES
					
					return SampleTexCube( View );
				#endif
				return float4(1,0,0,1);
			}
			ENDCG
		}
