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Hello! In the picture below you can see the issue occurring while trying to pass OpenSimplexNoise as a texture in a shader for a TileMap. This happens because the texture applies for the whole TileMap and cuts itself down according to the tiles that are set, which is the opposite of what I want - I want there to be no tiling of the noise texture. If such a thing is possible, please let me know. I only recently started learning shaders, hence the confusion. Thank you!

The picture of issue (right click it and open in new tab to see)

Godot version 3.3.2.stable.mono
in Engine by (23 points)

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