code: function correctUV( uv, vector, azimuth ) {
  
  		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  		return uv.clone();
  
  	}
docs: Texture fixing helper. Spheres have some odd behaviours.