How to squash/stretch individual tiles in a TileMapLayer via Shader?

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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