Motion
Get Motion

ReferenceMaterial nodesUV

Pinch

Pulls points within a radius in towards a centre.

UVpinch

Inputs

PinTypeStarts atNotes
UVpvec20–
Centrecentrevec2(0, 0)–
Strengthstrengthfloat0.5–
Radiusradiusfloat0.5–

Outputs

PinType
outvec2

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_out = (vec2(0.0, 0.0) + (n1_uv - vec2(0.0, 0.0)) * mix(1.0, pow(clamp(length((n1_uv - vec2(0.0, 0.0))) / max(0.5, 1e-4), 0.0, 1.0), 0.5), step(length((n1_uv - vec2(0.0, 0.0))), 0.5)));    fragColor = vec4(vec3(n2_out, 0.0), 1.0);}

In a graph

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