Motion
Get Motion

ReferenceMaterial nodesShading

Reflection

The picture as if reflected off the bumpy surface.

Shadingreflection

Inputs

PinTypeStarts atNotes
Normalnormalvec3(0, 0, 1)–
UVuvvec20–
Strengthstrengthfloat0.1–

Outputs

PinType
RGBcolourvec3

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);    vec3 n2_colour = lib_layer(vec2((n1_uv + normalize(vec3(0.0, 0.0, 1.0)).xy * 0.1).x, 1.0 - (n1_uv + normalize(vec3(0.0, 0.0, 1.0)).xy * 0.1).y)).rgb;    fragColor = vec4(n2_colour, 1.0);}

In a graph

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