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@grind086 grind086 commented Jan 9, 2026

Objective

Fixes #22250

Solution

Using fract in the shader produces the wrong value if the input uv is outside the range 0 .. 1. Instead, subtract the already-calculated floor value to shift the uv into the correct range.

Testing

The visible seams are gone in my own testing, and a user on discord reported that this worked for them as well.

@kfc35 kfc35 added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen D-Straightforward Simple bug fixes and API improvements, docs, test and examples labels Jan 10, 2026
@kfc35 kfc35 added the S-Needs-Review Needs reviewer attention (from anyone!) to move forward label Jan 10, 2026
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I've tested this change locally on my machine and it does in fact fix the tilemap bleeding issue.

@IQuick143 IQuick143 added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jan 10, 2026
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Labels

A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior D-Straightforward Simple bug fixes and API improvements, docs, test and examples S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it

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TilemapChunk texture bleeding

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