Motion
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ReferenceMaterial nodesTexture

Emboss

The picture's brightness as if pressed into metal: grey where it's flat, lighter and darker on its slopes.

Textureemboss

Inputs

PinTypeStarts atNotes
UVuvvec20–
Strengthstrengthfloat2–

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 = (0.5 + (lib_luma(lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) - (1.5 / iResolution.xy)).rgb) - lib_luma(lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y) + (1.5 / iResolution.xy)).rgb)) * 2.0);    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.