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if(normal.z>0.0) { u = (normal.x / (2.0*(1.0 + normal.z))) + 0.5; v = (normal.y / (2.0*(1.0 + normal.z))) + 0.5; } else { u = (normal.x / (2.0*(1.0 - normal.z))) + 0.5; v = (normal.y / (2.0*(1.0 - normal.z))) + 0.5; }