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This problem may be related to mipmapping. The pixels along the edge are being mapped to a much more copressed LOD than the rest of the sphere, so the entire map is actually being compressed into that line. You may try putting in a tex2Dlod call in the shader and forcing the LOD to 0: return tex2Dlod(TextureSampler, float4(u, v, 0, 0)); Explanation and ...

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