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Shader stretching

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I'm working on a shader that is displayed on the inside of a sphere (reversed normals). When I look directly at a point it looks normal. Then I rotate the camera so that that same point is in the corner of the screen, and it looks stretched.

What would cause this?

[Edited by - Chris Reynolds on October 4, 2010 5:09:15 PM]

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Why would you have to reverse UV's to look at the inside of a sphere?
Wouldnt you just use the uv's as per usual for the front side or backside of the triangles?

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