Pixel-Composer/scripts/node_honey_noise/node_honey_noise.gml

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function Node_Honeycomb_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
name = "Honeycomb Noise";
shader = sh_noise_honey;
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newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ]))
.setUnitRef(function(index) { return getDimension(index); });
addShaderProp(SHADER_UNIFORM.float, "position");
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newInput(2, nodeValue_Vec2("Scale", self, [ 2, 2 ]));
addShaderProp(SHADER_UNIFORM.float, "scale");
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newInput(3, nodeValue_Rotation("Rotation", self, 0));
addShaderProp(SHADER_UNIFORM.float, "rotation");
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newInput(4, nodeValue_Enum_Button("Mode", self, 0, [ "Hexagon", "Star" ]));
addShaderProp(SHADER_UNIFORM.integer, "mode");
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newInput(5, nodeValueSeed(self));
addShaderProp(SHADER_UNIFORM.float, "seed");
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newInput(6, nodeValue_Int("Iteration", self, 1));
addShaderProp(SHADER_UNIFORM.integer, "iteration");
input_display_list = [ 5,
["Output", true], 0,
["Noise", false], 1, 2, 3, 4, 6.
];
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
}
}