Motion
Get Motion

ReferenceMaterial nodesUV

Rotate Around Point

Turns points about the centre; a turn of 1 is all the way round.

UVrotateAround

Inputs

PinTypeStarts atNotes
UVpvec20–
Centrecentrevec2(0.5, 0.5)–
Rotation (Turns)turnsfloat0.125–

Outputs

PinType
outvec2

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 = (lib_rotate(n1_uv - vec2(0.5, 0.5), 0.125 * 6.28318531) + vec2(0.5, 0.5));    fragColor = vec4(vec3(n2_out, 0.0), 1.0);}

In a graph

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