Motion
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ReferenceMaterial nodesShading

Diffuse

How much light falls on a surface: 1 facing the light, 0 turned away.

Shadingdiffuse

Inputs

PinTypeStarts atNotes
Normalnormalvec3(0, 0, 1)–
Light Directionlightvec3(0.5, -0.5, 1)–

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){    float n2_out = max(dot(normalize(vec3(0.0, 0.0, 1.0)), normalize(vec3(0.5, -0.5, 1.0))), 0.0);    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.