Motion
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ReferenceMaterial nodesShading

Height Shadow

A shadow cast by the picture's alpha, moved away from the light.

ShadingheightShadow

Inputs

PinTypeStarts atNotes
UVuvvec20–
Light DirectionlightDirvec2(0.01, -0.01)–
Heightheightfloat0–

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 = (1.0 - lib_layer(vec2((n1_uv - vec2(0.01, -0.01)).x, 1.0 - (n1_uv - vec2(0.01, -0.01)).y)).a * (1.0 - lib_layer(vec2((n1_uv).x, 1.0 - (n1_uv).y)).a));    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.