Motion
Get Motion

ReferenceMaterial nodesUtility

Select

A when Index is 0, b when it's 1 (its fraction dropped), otherwise c.

Utilityselect

Inputs

PinTypeStarts atNotes
Indexwhichfloat0–
0aany number or vector0–
1bany number or vector0–
Defaultcany number or vector0–

Outputs

PinType
outany number or vector

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){    float n2_out = (trunc(0.0) == 0.0 ? 0.0 : trunc(0.0) == 1.0 ? 0.0 : 0.0);    fragColor = vec4(vec3(n2_out), 1.0);}

In a graph

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