Motion
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ReferenceMaterial nodesConstants

Colour with Alpha

A colour and how solid it is, as four numbers.

ConstantscolourAlpha

Inputs

PinTypeStarts atNotes
Colourcolourvec3"#7ce695"–
Alphaalphafloat1–

Outputs

PinType
outvec4
Rrfloat
Ggfloat
Bbfloat
Alphaalphafloat

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){    vec4 n2_out = vec4(vec3(0.48627, 0.90196, 0.58431), 1.0);    float n2_r = (vec3(0.48627, 0.90196, 0.58431)).r;    float n2_g = (vec3(0.48627, 0.90196, 0.58431)).g;    float n2_b = (vec3(0.48627, 0.90196, 0.58431)).b;    float n2_alpha = 1.0;    fragColor = vec4((n2_out).xyz * clamp(n2_alpha, 0.0, 1.0), 1.0);}

In a graph

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