Motion
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ReferenceMaterial nodesProcedural › Shapes

Repeat Shape

Repeats space so one shape fills a grid: plug out into the shape's p.

Inputs

PinTypeStarts atNotes
UVpvec20–
Spacingspacingvec2(0.25, 0.25)–

Outputs

PinType
UVoutvec2

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 = (mod(n1_uv + 0.5 * max(vec2(0.25, 0.25), vec2(1e-3)), max(vec2(0.25, 0.25), vec2(1e-3))) - 0.5 * max(vec2(0.25, 0.25), vec2(1e-3)));    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.