Motion
Get Motion

ReferenceMaterial nodesPost Process

Glitch Blocks

Slides random blocks sideways now and then.

Post ProcessglitchBlocks

Inputs

PinTypeStarts atNotes
UVuvvec20–
Amountamountfloat0.3–
Block Countblocksfloat12–

Outputs

PinType
UVuvvec2

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);    vec2 n2_uv = (n1_uv + vec2((lib_hash(floor(n1_uv * vec2(12.0, 12.0 * 0.6) + floor(iTime * 6.0))) - 0.5) * 0.1 * step(1.0 - 0.3 * 0.3, lib_hash(floor(n1_uv * vec2(12.0, 12.0 * 0.6) + floor(iTime * 6.0)) + 2.3)), 0.0));    fragColor = vec4(vec3(n2_uv, 0.0), 1.0);}

In a graph

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