Pixel-Composer/scripts/node_caustic/node_caustic.gml

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function Node_Caustic(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
name = "Caustic";
shader = sh_water_caustic;
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inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ])
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.setUnitRef(function(index) { return getDimension(index); });
addShaderProp(SHADER_UNIFORM.float, "position");
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newInput(2, nodeValue_Vec2("Scale", self, [ 4, 4 ]));
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addShaderProp(SHADER_UNIFORM.float, "scale");
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inputs[3] = nodeValue_Float("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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addShaderProp(SHADER_UNIFORM.float, "seed");
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inputs[4] = nodeValue_Float("Progress", self, 0)
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addShaderProp(SHADER_UNIFORM.float, "progress");
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inputs[5] = nodeValue_Float("Detail", self, 1.24)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
addShaderProp(SHADER_UNIFORM.float, "detail");
input_display_list = [
["Output", true], 0,
["Noise", false], 1, 2, 4, 5,
];
}