ReferenceMaterial nodesTexture
Sample Texture LOD
The picture at a smaller size, smoothly: a cheap blur (the layer must have its mipmaps on to look smooth).
ƒSample Texture LOD
UV00RGB
Level2R
G
B
A
RGBA
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVuv | vec2 | 0 | – |
Levelblur | float | 2 | – |
Outputs
| Pin | Type |
|---|---|
RGBcolour | vec3 |
Rr | float |
Gg | float |
Bb | float |
Aalpha | float |
RGBArgba | vec4 |
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); vec3 n2_colour = (lib_unpremultiply(textureLod(iChannel0, vec2((n1_uv).x, 1.0 - (n1_uv).y), max(2.0, 0.0)))).rgb; float n2_r = (lib_unpremultiply(textureLod(iChannel0, vec2((n1_uv).x, 1.0 - (n1_uv).y), max(2.0, 0.0)))).r; float n2_g = (lib_unpremultiply(textureLod(iChannel0, vec2((n1_uv).x, 1.0 - (n1_uv).y), max(2.0, 0.0)))).g; float n2_b = (lib_unpremultiply(textureLod(iChannel0, vec2((n1_uv).x, 1.0 - (n1_uv).y), max(2.0, 0.0)))).b; float n2_alpha = (lib_unpremultiply(textureLod(iChannel0, vec2((n1_uv).x, 1.0 - (n1_uv).y), max(2.0, 0.0)))).a; vec4 n2_rgba = lib_unpremultiply(textureLod(iChannel0, vec2((n1_uv).x, 1.0 - (n1_uv).y), max(2.0, 0.0))); fragColor = vec4(n2_colour * clamp(n2_alpha, 0.0, 1.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒSample Texture LOD
UVRGB
Level2R
G
B
A
RGBA
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.