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gl_TexCoord accessing UDIM UV space

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Hi folks,  I have a GLSL shader that is working fine using UV coordinates in range [0,1]. However, some models that have a UDIM UV space, thus exceeding that range, won't work.

There is a chance to have gl_TexCoord to read, say a [n,n+1] space where n>0 ?

Thanks for any help.

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