I am trying to generate UV coordinates automatically to map a texture on a sphere.
The problem is with seams when going from 0.8 to 0.2 there is a discontinuity and interpolation in fragment shader is incorrect. It should go from 0.8 to 1 and then from 1 to 0.2. But instead it will interpolate directly between 0.8 to 0.2.
https://en.wikipedia.org/wiki/UV_mapping
How to handle this discontinuity from 1 -> 0.