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Input values

Each node can have parameters that will appear as GUI widgets on the node. You declare them using the INPUT keyword and their name must start and end with a single quote (') (This allows their names to include spaces and any other funny character).

Circle (Mask)
INPUT float 'Radius';
INPUT float 'Edge blur';
INPUT UV 'Center';

float main(UV uv)
float d = length(uv - 'Center');
return smoothstep('Edge blur', 0., d - 'Radius');

Here are all the types you can have as a value input:

  • bool
  • int
  • float
  • Point2D (vec2 under the hood. Unlike vec2, this will create a point on the screen that you can move around)
  • vec2
  • vec3
  • vec4
  • Angle (float under the hood)
  • Direction2D (vec2 under the hood, guaranteed to be of length 1)
  • Hue (float under the hood, guaranteed to be between 0 and 1).
  • Color (Oklab, sRGB, LinearRGB or Okhsl). See the Color Spaces section to learn all about the various color types. (vec3 under the hood).
  • Color and alpha (Oklab_PremultipliedA, Oklab_StraightA, LinearRGB_PremultipliedA, LinearRGB_StraightA, sRGB_PremultipliedA, sRGB_StraightA, Okhsl_PremultipliedA or Okhsl_StraightA). See the Color Spaces section to learn all about the various color types. (vec4 under the hood).

Input functions

Nodes can also take functions (a.k.a. other nodes) as inputs. You also declare them with the INPUT keyword and put their name inside single quotes ('). Then to use them you just call them as regular functions.

RGB Split
INPUT UV->sRGB_StraightA 'Image'; // This INPUT is a function.
// You can see that with the ->
// that separates its input (UV)
// from its output (sRGB_StraightA).
INPUT float 'Displacement';
INPUT Direction2D 'Direction';

sRGB_StraightA main(UV uv)
vec4 R = 'Image'(uv + 'Displacement' * 'Direction');
vec4 G = 'Image'(uv);
vec4 B = 'Image'(uv - 'Displacement' * 'Direction');

return vec4(
max(max(R.a, G.a), B.a)

To declare a function that takes multiple inputs, here is the syntax:

INPUT (Oklab_PremultipliedA, Oklab_PremultipliedA)->Oklab_PremultipliedA 'Blend Mode';

All the possible types for function inputs are the same as for the main function (see the Primitive Types section).


You can add a description to your inputs, by using a comment with 3 slashes (///) :

INPUT float 'Progression'; /// When set to 0 you get Curve 1; when set to 1 you get Curve 2.

This will add a "" next to the pin, that will show your description when hovered. Description