ReferenceMaterial nodesPost Process
CRT Curve
Bends uv like a tube screen; Inside Mask is 0 off the glass.
ƒCRT Curve
UV00UV
Curvature0.2Inside Mask
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVuv | vec2 | 0 | – |
Curvaturecurve | float | 0.2 | – |
Outputs
| Pin | Type |
|---|---|
UVuv | vec2 |
Inside Maskinside | float |
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); vec2 n2_uv = ((n1_uv * 2.0 - 1.0) * (1.0 + 0.2 * vec2((n1_uv * 2.0 - 1.0).y * (n1_uv * 2.0 - 1.0).y, (n1_uv * 2.0 - 1.0).x * (n1_uv * 2.0 - 1.0).x) * 0.5) * 0.5 + 0.5); float n2_inside = (step(0.0, ((n1_uv * 2.0 - 1.0) * (1.0 + 0.2 * vec2((n1_uv * 2.0 - 1.0).y * (n1_uv * 2.0 - 1.0).y, (n1_uv * 2.0 - 1.0).x * (n1_uv * 2.0 - 1.0).x) * 0.5) * 0.5 + 0.5).x) * step(((n1_uv * 2.0 - 1.0) * (1.0 + 0.2 * vec2((n1_uv * 2.0 - 1.0).y * (n1_uv * 2.0 - 1.0).y, (n1_uv * 2.0 - 1.0).x * (n1_uv * 2.0 - 1.0).x) * 0.5) * 0.5 + 0.5).x, 1.0) * step(0.0, ((n1_uv * 2.0 - 1.0) * (1.0 + 0.2 * vec2((n1_uv * 2.0 - 1.0).y * (n1_uv * 2.0 - 1.0).y, (n1_uv * 2.0 - 1.0).x * (n1_uv * 2.0 - 1.0).x) * 0.5) * 0.5 + 0.5).y) * step(((n1_uv * 2.0 - 1.0) * (1.0 + 0.2 * vec2((n1_uv * 2.0 - 1.0).y * (n1_uv * 2.0 - 1.0).y, (n1_uv * 2.0 - 1.0).x * (n1_uv * 2.0 - 1.0).x) * 0.5) * 0.5 + 0.5).y, 1.0)); fragColor = vec4(vec3(n2_uv, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒCRT Curve
UVUV
Curvature0.2Inside Mask
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.