Motion
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ReferenceMaterial nodesPost Process

Light Leak

Warm light bleeding in from an edge, drifting.

Post ProcesslightLeak

Inputs

PinTypeStarts atNotes
UVuvvec20–
Colourcolourvec3"#ff7a50"–
Speedspeedfloat0.1–

Outputs

PinType
outvec3

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);    vec3 n2_out = (vec3(1.0, 0.47843, 0.31373) * pow(lib_noise(vec2((n1_uv).x * 1.5 + iTime * 0.1, (n1_uv).y * 0.8)), 3.0) * smoothstep(0.4, 0.0, (n1_uv).x));    fragColor = vec4(n2_out, 1.0);}

In a graph

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