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ReferenceMaterial nodesAudio

Spectrum Ring

A ring that bulges out with the spectrum; give it centred coordinates.

AudiosoundRing

Inputs

PinTypeStarts atNotes
Positionpvec20–
Radiusradiusfloat0.25–
Heightheightfloat0.15–
Thicknessthicknessfloat0.01–

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 = (1.0 - smoothstep(0.0, 0.01, abs(length(n1_uv) - 0.25 - lib_spectrum(abs(fract(atan(-(n1_uv).y, (n1_uv).x) / 6.28318531 + 0.75) * 2.0 - 1.0)) * 0.15)));    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.