firstImage->InternalFormat,
tObj->DepthMode,
sampler->sRGBDecode);
- if (tObj->Target == GL_TEXTURE_CUBE_MAP) {
+ if (tObj->Target == GL_TEXTURE_CUBE_MAP ||
+ tObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
surf->ss0.cube_pos_x = 1;
surf->ss0.cube_pos_y = 1;
surf->ss0.cube_pos_z = 1;