Motion
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ReferenceMaterial nodesProcedural › Shapes

Star

A star with any number of points, one straight up.

Inputs

PinTypeStarts atNotes
UVpvec20–
Centrecentrevec2(0, 0)–
Pointspointsfloat5–
Radiusradiusfloat0.3–
Inner Radiusinnerfloat0.45–
Softnesssoftnessfloat0.005–

Outputs

PinType
Maskmaskfloat
Distancedistancefloat

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 - smoothstep(-(0.005), 0.005, lib_sdStar(vec2((n1_uv - vec2(0.0, 0.0)).x, -(n1_uv - vec2(0.0, 0.0)).y), 5.0, 0.3, 0.45)));    float n2_distance = lib_sdStar(vec2((n1_uv - vec2(0.0, 0.0)).x, -(n1_uv - vec2(0.0, 0.0)).y), 5.0, 0.3, 0.45);    fragColor = vec4(vec3(n2_mask), 1.0);}

In a graph

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