Motion
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ReferenceMaterial nodesProcedural › Shapes

Glow

Light falling off round a shape, from its distance: plug a shape's distance in for neon.

Inputs

PinTypeStarts atNotes
Distancedistancefloat0–
Radiusreachfloat0.02–
Intensitystrengthfloat1–

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 = min(8.0, 1.0 * 0.02 / max(abs(0.0), 1e-4));    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.