NumberFlow, coordinate nodes
These nodes provide access to the coordinates used by the diagram.
They increase left to right and bottom to top.
Pixel coordinates are ints and range from 0 to width  1 for X and to height  1 for Y.
Texture coordinates are floats and range form 0 to 1, though the extremes lie on the edge of the
texture and do not correspond with exact pixels.
The UV coordinates correspond with the center of the pixels. So a texture four pixels wide has U
coordinates 0.125, 0.375, 0.625, and 0.875.
 X
 Horizontal pixel coordinate. Goes from 0 at the left to (width  1) at the right.
 Y
 Vertical pixel coordinate. Goes from 0 at the bottom to (height  1) at the top.
 X  1
 Previous horizontal pixel coordinate, equal to (X  1). It is not clamped, so can go outside the image bounds.
 Y  1
 Previous vertical pixel coordinate, equal to (Y  1). It is not clamped, so can go outside the image bounds.
 X + 1
 Next horizontal pixel coordinate, equal to (X + 1). It is not clamped, so can go outside the image bounds.
 Y + 1
 Next vertical pixel coordinate, equal to (Y + 1). It is not clamped, so can go outside the image bounds.
 U

Horizontal texture coordinate. Goes from 0 to 1 from left to right, though the exact values
correspond to the pixel centers. So if the width were 4 pixels, the U values would be
0.125, 0.375, 0.625, and 0.875.
 V

Vertical texture coordinate. Goes from 0 to 1 from bottom to top, though the exact values
correspond to the pixel centers. So if the height were 4 pixels, the V values would be
0.125, 0.375, 0.625, and 0.875.
 1  U

Reversed horizontal texture coordinate, equal to (1  U).
 1  V

Reversed vertical texture coordinate, equal to (1  V).
 UV Center Distance

Distance from the image center in UV space. So at the middle of the edges it would reach 0.5
and at the corners it would reach √0.5 ≈ 0.7071.
 UV Center Distance Squared

Squared distance from the image center in UV space. So at the middle of the edges it would reach 0.25
and at the corners it would reach 0.5.
This is cheaper to compute as it doesn't require a square root computation.
 Cubemap Direction

Normalized direction vector for the current pixel, for a cubemap diagram. The appearance of the preview depends on its direction and type.
This image shows the direction vectors encoded as RBG normals. From left to right, the directions are positive X, negative X, positive Y, negative Y, positive Z, and negative Z.