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ReferenceMaterial nodesProcedural › Patterns

Maze Pattern

Diagonal lines in random tiles that join into a maze.

Inputs

PinTypeStarts atNotes
UVpvec20–
Countcountfloat16–
Widthwidthfloat0.1–

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 - smoothstep(0.1, 0.1 + 0.03, (lib_hash(floor((n1_uv * 16.0))) > 0.5 ? abs((fract((n1_uv * 16.0)) - 0.5).x + (fract((n1_uv * 16.0)) - 0.5).y) : abs((fract((n1_uv * 16.0)) - 0.5).x - (fract((n1_uv * 16.0)) - 0.5).y)) * 0.7071));    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.