ReferenceMaterial nodesMath › Vector
Matrix 2x2 Multiply
A 2 by 2 matrix (its two columns) times a point.
ƒMatrix 2x2 Multiply
Vector00
Column 010
Column 101
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Vectorp | vec2 | 0 | – |
Column 0column1 | vec2 | (1, 0) | – |
Column 1column2 | vec2 | (0, 1) | – |
Outputs
| Pin | Type |
|---|---|
out | vec2 |
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_out = (mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) * n1_uv); fragColor = vec4(vec3(n2_out, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒMatrix 2x2 Multiply
Vector
Column 010
Column 101
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.