Motion
Get Motion

ReferenceMaterial nodesTime

Ping-Pong Time

0 to 1 and back over the seconds.

TimepingPongTime

Inputs

PinTypeStarts atNotes
Periodsecondsfloat4–

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){    float n2_out = (1.0 - abs(fract(iTime / max(4.0, 0.01)) * 2.0 - 1.0));    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.