Motion
Get Motion

ReferenceMaterial nodesInput

Pointer Direction

Which way the pointer is from this pixel, in turns, and how far.

InputpointerAngle

Inputs

PinTypeStarts atNotes
UVuvvec20–

Outputs

PinType
Angleturnsfloat
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_turns = fract(atan(((iPointer.xy - n1_uv) * vec2(iResolution.x / iResolution.y, 1.0)).y, ((iPointer.xy - n1_uv) * vec2(iResolution.x / iResolution.y, 1.0)).x) / 6.28318531);    float n2_distance = length(((iPointer.xy - n1_uv) * vec2(iResolution.x / iResolution.y, 1.0)));    fragColor = vec4(vec3(n2_turns), 1.0);}

In a graph

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