Pixel-Composer/scripts/node_shard_noise/node_shard_noise.gml

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function Node_Shard_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
name = "Shard Noise";
shader = sh_noise_shard;
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newInput(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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.setMappable(6);
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addShaderProp(SHADER_UNIFORM.float, "scale");
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newInput(3, nodeValue_Float("Seed", self, seed_random(6)))
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.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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newInput(4, nodeValue_Float("Sharpness", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] })
.setMappable(7);
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addShaderProp(SHADER_UNIFORM.float, "sharpness");
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newInput(5, nodeValue_Float("Progress", self, 0))
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.setMappable(8);
addShaderProp(SHADER_UNIFORM.float, "progress")
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//////////////////////////////////////////////////////////////////////////////////
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newInput( 6, nodeValueMap("Scale map", self)); addShaderProp();
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newInput( 7, nodeValueMap("Sharpness map", self)); addShaderProp();
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newInput( 8, nodeValueMap("Progress map", self)); addShaderProp();
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//////////////////////////////////////////////////////////////////////////////////
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newInput(9, nodeValue_Rotation("Rotation", self, 0));
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addShaderProp(SHADER_UNIFORM.float, "rotation");
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input_display_list = [
["Output", true], 0, 3,
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["Noise", false], 1, 9, 2, 6, 5, 8, 4, 7,
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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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static step = function() {
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inputs[2].mappableStep();
inputs[4].mappableStep();
inputs[5].mappableStep();
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}
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}