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SpriteWrap uses only 2 variables. The variables are as follows:

offsetX : float : The horizontal uv offset (each increment of 1.0 is a full revolution)

offsetY : float : The vertical uv offset (each increment of 1.0 is a full revolution)

Caution: use padding properly if you are using trilinear or bilinear settings to avoid seams at the edges. Padding is not required when using nearest.

To cut down on the amount of code being read in the effect, offsetX and offsetY only offsets the uv if they are positive values.