Motion
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ReferenceMaterial nodesInput

Click Ripple

A ring that spreads out from the last click and fades; give it uv coordinates.

InputclickRipple

Inputs

PinTypeStarts atNotes
UVuvvec20–
Speedspeedfloat0.6–
Widthwidthfloat0.03–

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 = (iClick.w * (1.0 - smoothstep(0.0, 0.03, abs(length((n1_uv - iClick.xy) * vec2(iResolution.x / iResolution.y, 1.0)) - iClick.z * 0.6))) * max(0.0, 1.0 - iClick.z / 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.