Pixel-Composer/scripts/node_flow_noise/node_flow_noise.gml

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function Node_Flow_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
name = "Flow Noise";
shader = sh_noise_flow;
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inputs[1] = nodeValue_Vector("Position", self, [ 0, 0 ])
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.setUnitRef(function(index) { return getDimension(index); });
addShaderProp(SHADER_UNIFORM.float, "position");
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inputs[2] = nodeValue_Vector("Scale", self, [ 2, 2 ]);
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addShaderProp(SHADER_UNIFORM.float, "scale");
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inputs[3] = nodeValue_Float("Progress", self, 0)
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addShaderProp(SHADER_UNIFORM.float, "progress");
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inputs[4] = nodeValue_Slider_Range("Detail", self, [ 1, 8 ], { range: [ 1, 16, 0.1 ] });
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addShaderProp(SHADER_UNIFORM.float, "detail");
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inputs[5] = nodeValue_Rotation("Rotation", self, 0);
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addShaderProp(SHADER_UNIFORM.float, "rotation");
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input_display_list = [
["Output", true], 0,
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["Noise", false], 1, 5, 2, 3, 4,
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];
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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;
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}
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}