Motion
Get Motion

ReferenceMaterial nodesUV

Polar Coordinates

How far from 0 and which way round, angle from 0 to 1 starting along -x.

UVpolar

Inputs

PinTypeStarts atNotes
UVpvec20–

Outputs

PinType
Radiusradiusfloat
Angleanglefloat
Coordinatescoordsvec2

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);    float n2_radius = length(n1_uv);    float n2_angle = (atan((n1_uv).y, (n1_uv).x) / 6.28318531 + 0.5);    vec2 n2_coords = vec2((atan((n1_uv).y, (n1_uv).x) / 6.28318531 + 0.5), length(n1_uv));    fragColor = vec4(vec3(n2_radius), 1.0);}

In a graph

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