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ReferenceMaterial nodesProcedural › Noise

Flow Noise

Noise carried along its own swirl, for smoke and liquid.

Inputs

PinTypeStarts atNotes
Positionpvec20–
Scalescalefloat3–
Speedspeedfloat0.3–

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 = plus_simplex((n1_uv * 3.0) + plus_curl((n1_uv * 3.0) + iTime * 0.3) * 8.0);    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.