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<summary><h2>Shapes</h2></summary>
<details>
<summary><h3>Ellipse node</h3></summary>
Generates an ellipse shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i><b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating dot effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
Generates an ellipse shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating dot effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
<hr>
**Inputs**
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</details>
<details>
<summary><h3>Polygon node</h3></summary>
Generates a regular polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i><b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
Generates a regular polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
<hr>
**Inputs**
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</details>
<details>
<summary><h3>Rectangle node</h3></summary>
Generates a rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i><b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
Generates a rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
<hr>
**Inputs**
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</details>
<details>
<summary><h3>Rounded Polygon node</h3></summary>
Generates a rounded polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i><b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The radius of each corner is defined by input <b><i>roundnesss</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
Generates a rounded polygon shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The polygon's amount of sides is determined by input <b><i>sides</i></b>. The radius of each corner is defined by input <b><i>roundnesss</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded polygon effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
<hr>
**Inputs**
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</details>
<details>
<summary><h3>Rounded Rectangle node</h3></summary>
Generates a rounded rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i><b>. The radius of each corner is defined by input <b><i>radius</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
Generates a rounded rectangle shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The radius of each corner is defined by input <b><i>radius</i></b>. The generated shape can be offset or tiled by connecting a <b><i>TilingAndOffset</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
<hr>
**Inputs**
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<details>
<summary><h3>Flipbook node</h3></summary>
Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites, by supplying Time to the input Tile and outputting to the UV input slot of a Texture Sampler.
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites.
<hr>
**Inputs**