Motion
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ReferenceMaterial nodesProcedural › Noise

Domain Warp

Noise bent by noise: marbled, smoky shapes.

Inputs

PinTypeStarts atNotes
Positionpvec20–
Scalescalefloat3–
Warp Amountwarpfloat1–
Detaildetailfloat5–

Outputs

PinType
outfloat

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);    float n2_out = plus_fbmS(n1_uv * 3.0 + vec2(plus_fbmS(n1_uv * 3.0, 5.0, 0.5), plus_fbmS(n1_uv * 3.0 + 5.2, 5.0, 0.5)) * 1.0 * 4.0, 5.0, 0.5);    fragColor = vec4(vec3(n2_out), 1.0);}

In a graph

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