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Assuming normalized texture coordinates and a grid of 8x8 (which is 64 tiles not 16 like I said in the comments) then tileOffset will need to be a vec2 for the x and y offsets. Also, assuming texture coordinates tc are mapped to a single texture map (0,1). Then the new texture coordinates for tile 0,0 are tc = (tc*vec2(1024,1024))/vec2(8192,8192); For tile 1 ...


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