A cube map isn't sampled using uv(w)s (in the range [0.0, 1.0]), but using an (un)normalized vector, usually a (reflected) vertex surface normal.
Since you are drawing the map unto cube, you can simple use the cube's object space vertices to sample the cube map.
e.g. left top far vertex:
pVertex.fU = -50000.0f;
pVertex.fV = 50000.0f;
pVertex.fW = 50000.0f;
VS: output.Position = float4(TexCoords + xCameraPos, 1.0);
PS: output.Color = texCUBE(TextureSampler, TexCoords);
Awesome, this solved the issue! Thanks a million.
Sad, because I read that it uses a vector to determine texture coordinates in several different places... I guess it just never clicked.
Thanks to you other two as well!!