Motion
Get Motion

ReferenceMaterial nodesColour

Alpha Over

One colour with alpha laid over another.

ColouralphaOver

Inputs

PinTypeStarts atNotes
Foregroundtopvec4(1, 1, 1, 0.5)–
Backgroundbottomvec4(0, 0, 0, 1)–

Outputs

PinType
outvec4

The code it becomes

What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.

void mainImage(out vec4 fragColor, in vec2 fragCoord){    vec4 n2_out = vec4(((vec4(1.0, 1.0, 1.0, 0.5)).rgb * (vec4(1.0, 1.0, 1.0, 0.5)).a + (vec4(0.0, 0.0, 0.0, 1.0)).rgb * (vec4(0.0, 0.0, 0.0, 1.0)).a * (1.0 - (vec4(1.0, 1.0, 1.0, 0.5)).a)) / max(((vec4(1.0, 1.0, 1.0, 0.5)).a + (vec4(0.0, 0.0, 0.0, 1.0)).a * (1.0 - (vec4(1.0, 1.0, 1.0, 0.5)).a)), 1e-4), ((vec4(1.0, 1.0, 1.0, 0.5)).a + (vec4(0.0, 0.0, 0.0, 1.0)).a * (1.0 - (vec4(1.0, 1.0, 1.0, 0.5)).a)));    fragColor = vec4((n2_out).xyz, 1.0);}

In a graph

Texture coordinates into the node, and the node into the material, as Studio draws them.