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ReferenceMaterial nodesProcedural › Patterns

Concentric Rings

Rings round 0, like a target; give it centred coordinates.

Inputs

PinTypeStarts atNotes
UVpvec20–
Countcountfloat10–
Widthwidthfloat0.2–

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){    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_out = smoothstep(0.2 + 0.05, 0.2, abs(fract(length(n1_uv) * 10.0) - 0.5));    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.