Rectangle
A box, with rounded corners if you like; Size is half its width and height.
ƒRectangle
UV00Mask
Centre00Distance
Size0.30.2
Corner Radius0
Softness0.005
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Centrecentre | vec2 | (0, 0) | – |
Sizesize | vec2 | (0.3, 0.2) | – |
Corner Radiusroundness | float | 0 | – |
Softnesssoftness | float | 0.005 | – |
Outputs
| Pin | Type |
|---|---|
Maskmask | float |
Distancedistance | float |
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_mask = (1.0 - ((0.005) > 0.0 ? clamp(max(lib_sdBox(n1_uv - vec2(0.0, 0.0), vec2(0.3, 0.2), 0.0), 0.0) / (0.005), 0.0, 1.0) : 1.0 - step(lib_sdBox(n1_uv - vec2(0.0, 0.0), vec2(0.3, 0.2), 0.0), 0.0))); float n2_distance = lib_sdBox(n1_uv - vec2(0.0, 0.0), vec2(0.3, 0.2), 0.0); fragColor = vec4(vec3(n2_mask), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒRectangle
UVMask
Centre00Distance
Size0.30.2
Corner Radius0
Softness0.005
◎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.