Motion
Get Motion

ReferenceMaterial nodesUV

Wrap Edges

What uv does past the layer's edges: repeats, mirrors or stops at them.

UVwrapEdges

Inputs

PinTypeStarts atNotes
UVuvvec20–
ModemodechoiceRepeatOne of: Repeat, Mirror, Clamp.

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 = fract(n1_uv);    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.