How can I achieve exactly that mapping, without UV and with only nodes?

This is the closest that I achived. 
And it is not bad, but blending doesn't work. And it is very hard to come to a solution how to implement it in a performance efficient way.
How can I achieve exactly that mapping, without UV and with only nodes?

This is the closest that I achived. 
And it is not bad, but blending doesn't work. And it is very hard to come to a solution how to implement it in a performance efficient way.
"Blend" is a 0-1 range value, with 0 corresponding to nearly no blend and 1 corresponding to a pretty loose blend.
Not appropriate for anything feeding displacement, as normal depends on displacement; if you need box mapped displacement, bake a UV mapped texture.
Can't really make out your nodes to see how similar that is to what you have.