Motion
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ReferenceMaterial nodesProcedural › Shapes

Pie

A slice of a circle, opening either side of straight up: fill from 0 (none) to 1 (whole).

Inputs

PinTypeStarts atNotes
UVpvec20–
Centrecentrevec2(0, 0)–
Fillfillfloat0.3–
Radiusradiusfloat0.3–

Outputs

PinType
Distancedistancefloat

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_distance = plus_sdPie(vec2((n1_uv - vec2(0.0, 0.0)).x, -(n1_uv - vec2(0.0, 0.0)).y), clamp(0.3, 0.0, 1.0) * 3.14159265, 0.3);    fragColor = vec4(vec3(n2_distance), 1.0);}

In a graph

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