Motion
Get Motion

ReferenceMaterial nodesUV

Tiling and Offset

Stretches points, then slides them.

UVscaleMove

Inputs

PinTypeStarts atNotes
UVpvec20–
Tilingscalevec2(1, 1)–
Offsetoffsetvec2(0, 0)–

Outputs

PinType
outvec2

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 = (n1_uv * vec2(1.0, 1.0) + vec2(0.0, 0.0));    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.