Motion
Get Motion

ReferenceMaterial nodesTexture

Displace

The picture pushed around by a vector (0.5 means no push), from noise or a flow.

Texturedisplace

Inputs

PinTypeStarts atNotes
UVuvvec20–
Offsetbyvec2(0, 0)–
Strengthamountfloat0.03–

Outputs

PinType
RGBcolourvec3
Aalphafloat

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_colour = lib_layer(vec2((n1_uv + (vec2(0.0, 0.0) - 0.5) * 0.03).x, 1.0 - (n1_uv + (vec2(0.0, 0.0) - 0.5) * 0.03).y)).rgb;    float n2_alpha = lib_layer(vec2((n1_uv + (vec2(0.0, 0.0) - 0.5) * 0.03).x, 1.0 - (n1_uv + (vec2(0.0, 0.0) - 0.5) * 0.03).y)).a;    fragColor = vec4(n2_colour * clamp(n2_alpha, 0.0, 1.0), 1.0);}

In a graph

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