Pixel-Composer/scripts/node_perlin_extra/node_perlin_extra.gml

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function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
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name = "Extra Perlins";
shader = sh_perlin_extra;
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
addShaderProp(SHADER_UNIFORM.float, "position");
inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector)
.setMappable(13);
addShaderProp(SHADER_UNIFORM.float, "scale");
inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2);
addShaderProp(SHADER_UNIFORM.integer, "iteration");
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inputs[| 4] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Tiling only works with integer scale, and some effect type doesn't support tiling.");
addShaderProp(SHADER_UNIFORM.integer, "tile");
inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
addShaderProp(SHADER_UNIFORM.float, "seed");
inputs[| 6] = nodeValue("Color mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "RGB", "HSV" ]);
addShaderProp(SHADER_UNIFORM.integer, "colored");
inputs[| 7] = nodeValue("Color R range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
addShaderProp(SHADER_UNIFORM.float, "colorRanR");
inputs[| 8] = nodeValue("Color G range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
addShaderProp(SHADER_UNIFORM.float, "colorRanG");
inputs[| 9] = nodeValue("Color B range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
addShaderProp(SHADER_UNIFORM.float, "colorRanB");
inputs[| 10] = nodeValue("Noise type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Absolute worley", "Fluid", "Noisy", "Camo", "Blocky", "Max", "Vine" ]);
addShaderProp(SHADER_UNIFORM.integer, "type");
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inputs[| 11] = nodeValue("Parameter A", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(14);
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addShaderProp(SHADER_UNIFORM.float, "paramA");
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inputs[| 12] = nodeValue("Parameter B", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setMappable(15);
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addShaderProp(SHADER_UNIFORM.float, "paramB");
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//////////////////////////////////////////////////////////////////////////////////
inputs[| 13] = nodeValueMap("Scale map", self); addShaderProp();
inputs[| 14] = nodeValueMap("Parameter A map", self); addShaderProp();
inputs[| 15] = nodeValueMap("Parameter B map", self); addShaderProp();
//////////////////////////////////////////////////////////////////////////////////
input_display_list = [
["Output", true], 0, 5,
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["Noise", false], 10, 1, 2, 13, 3, 4, 11, 14, 12, 15,
["Render", false], 6, 7, 8, 9,
];
static step = function() { #region
var _col = getInputData(6);
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var _typ = getInputData(10);
inputs[| 7].setVisible(_col != 0);
inputs[| 8].setVisible(_col != 0);
inputs[| 9].setVisible(_col != 0);
inputs[| 7].name = _col == 1? "Color R range" : "Color H range";
inputs[| 8].name = _col == 1? "Color G range" : "Color S range";
inputs[| 9].name = _col == 1? "Color B range" : "Color V range";
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inputs[| 11].setVisible(_typ > 0);
inputs[| 12].setVisible(false);
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inputs[| 2].mappableStep();
inputs[| 11].mappableStep();
inputs[| 12].mappableStep();
} #endregion
}