I'm trying to use geometry nodes on Blender 3.3 to modify existing UVs of a mesh, while keeping the mesh data otherwise unmodified.
This doesn't work correctly. In my 3D viewport, the UV map appears to be zeroed out. Looks like 0,0 for all vertices, resulting in flat colour of whatever pixel is at 0,0 of the current texture.
I notice that when inspecting corner data in the spreadsheet view, this method produces a 3D vector in the UV data - without this method applied, the spreadsheet shows a 2D vector. Could this be the issue? If so, how to specify a 2D vector in the geometry nodes?
Above: UV data without geometry nodes, 3d viewport look
Above: UV data with geometry nodes, and how it looks in viewport. Note that the vector addition seems to be working fine for the x component, but that an extra component now exists in the vector.