Motion
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ReferenceMaterial nodesProcedural › Patterns

Weave Pattern

Threads woven over and under each other, like cloth or a basket.

Inputs

PinTypeStarts atNotes
UVpvec20–
Countcountfloat8–
Widthwidthfloat0.4–

Outputs

PinType
outfloat

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_out = mix(max(smoothstep(0.4, 0.4 - 0.05, abs(fract((n1_uv * 8.0).y) - 0.5)) * 0.9, smoothstep(0.4, 0.4 - 0.05, abs(fract((n1_uv * 8.0).x) - 0.5)) * 0.6), max(smoothstep(0.4, 0.4 - 0.05, abs(fract((n1_uv * 8.0).x) - 0.5)) * 0.9, smoothstep(0.4, 0.4 - 0.05, abs(fract((n1_uv * 8.0).y) - 0.5)) * 0.6), mod(floor((n1_uv * 8.0).x) + floor((n1_uv * 8.0).y), 2.0));    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.