Mirror Tile
Tiles that flip at every edge, so they join without seams.
ƒMirror Tile
UV00
Tiling4
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
UVp | vec2 | 0 | – |
Tilingcount | float | 4 | – |
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 = (1.0 - abs(mod(n1_uv * 4.0, 2.0) - 1.0)); fragColor = vec4(vec3(n2_out, 0.0), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒMirror Tile
UV
Tiling4
◎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.