Motion
Get Motion

ReferenceMaterial nodesUV

Flow Map

Makes something flow along a direction for ever: sample a texture at a and at b and mix by blend.

UVflowMap

Inputs

PinTypeStarts atNotes
UVuvvec20–
Flow Directionflowvec2(0.1, 0)–
Speedspeedfloat0.5–

Outputs

PinType
UV Aavec2
UV Bbvec2
Blendblendfloat

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_a = (n1_uv - vec2(0.1, 0.0) * fract(iTime * 0.5));    vec2 n2_b = (n1_uv - vec2(0.1, 0.0) * fract(iTime * 0.5 + 0.5));    float n2_blend = abs(1.0 - 2.0 * fract(iTime * 0.5));    fragColor = vec4(vec3(n2_a, 0.0), 1.0);}

In a graph

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