I do not use Godot but I would assume quads built by tilemaps have their origin at top right and not center of a tile.
The problem will be multiplication as that uses the absolute coordinates.
If you know which vertex you are operating on you could handle each vertex individually, but I don’t know if Godot has something corner ids.
This post looks interesting
They use VERTEX_ID, sounds like that could be used in your case.
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