How to port vMapUv to TSL?

That indeed makes it do the thing! Thank you! https://codepen.io/trusktr/pen/OPXVJeK

With this I think I can move the project onto WebGPU finally. :partying_face:

So how exactly do we get the already transformed uv? Because we also have to account for all four map.offset, map.repeat, map.rotation, and map.center.

Looking at TextureNode docs, it looks like there is a separate uv node per texture. Maybe we’re supposed to get the map-specific uv node instead of using a default uv()?

I see texture() seems to return the texture-specific uv. How exactly do we get the one for the .map?