# function latLongToEquirectangularUV(lat, long) { const u = (long + 180) / 360; const v = (lat + 90) / 180; return { u, v }; }
# if you have lat/long i guess you're drawing a map, maybe? UVs for the default three.js sphere are one thing. UVs on a plane would be another, there are any number of map projections you might choose there.