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ReferenceMaterial nodesProcedural › Noise

Curl Noise

A swirling flow. Push things along it and they swirl like smoke.

Inputs

PinTypeStarts atNotes
Positionpvec30–
Scalescalefloat3–

Outputs

PinType
flowvec2

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 n2_flow = plus_curl((vec3(0.0, 0.0, 0.0)).xy * 3.0);    fragColor = vec4(vec3(n2_flow, 0.0), 1.0);}

In a graph

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