Motion
Get Motion

ReferenceMaterial nodesPost Process

Chromatic Aberration

The picture with its red and blue pulled apart, like a cheap lens.

Post ProcesscolourSplit

Inputs

PinTypeStarts atNotes
UVuvvec20–
Amountamountfloat0.005–

Outputs

PinType
outvec3

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){    vec2 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0));    vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y);    vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y);    vec3 n2_out = vec3(lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) + vec2(0.005, 0.0)).r, lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y)).g, lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) - vec2(0.005, 0.0)).b);    fragColor = vec4(n2_out, 1.0);}

In a graph

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