#define_import_path bevy_entitiles::hexagonal
#import bevy_entitiles::common::{VertexInput, tilemap}
fn get_mesh_origin(input: VertexInput) -> vec2<f32> {
/*
* ANOTHER MATHEMATICAL MAGIC!!!!!!!
*/
let index = vec2<f32>(input.index.xy);
return vec2<f32>(
tilemap.slot_size.x * (index.x - 0.5 * index.y),
(tilemap.slot_size.y + tilemap.hex_legs) / 2. * index.y,
);
}