#define_import_path bevy_entitiles::isometric
#import bevy_entitiles::common::{VertexInput, tilemap}
fn get_mesh_origin(input: VertexInput) -> vec2<f32> {
let index = vec2<f32>(input.index.xy) * tilemap.axis_dir;
let flipped = (1. - tilemap.axis_dir) / 4.;
return vec2<f32>(
(index.x - index.y),
(index.x + index.y)
) / 2. * tilemap.slot_size
- (flipped.x + flipped.y) * vec2<f32>(0., tilemap.slot_size.y);
}