2023-11-22 15:25:36 +01:00
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function Node_Caustic(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
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name = "Caustic";
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shader = sh_water_caustic;
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2024-08-18 09:13:41 +02:00
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newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ]))
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2023-11-22 15:25:36 +01:00
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.setUnitRef(function(index) { return getDimension(index); });
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addShaderProp(SHADER_UNIFORM.float, "position");
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2024-08-18 06:16:20 +02:00
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newInput(2, nodeValue_Vec2("Scale", self, [ 4, 4 ]));
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2023-11-22 15:25:36 +01:00
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addShaderProp(SHADER_UNIFORM.float, "scale");
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2024-11-07 07:59:04 +01:00
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newInput(3, nodeValueSeed(self));
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2023-11-22 15:25:36 +01:00
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addShaderProp(SHADER_UNIFORM.float, "seed");
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2024-11-07 07:59:04 +01:00
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newInput(4, nodeValue_Float("Progress", self, 0));
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2023-11-22 15:25:36 +01:00
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addShaderProp(SHADER_UNIFORM.float, "progress");
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2024-08-18 09:13:41 +02:00
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newInput(5, nodeValue_Float("Detail", self, 1.24))
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2023-11-22 15:25:36 +01:00
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
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addShaderProp(SHADER_UNIFORM.float, "detail");
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input_display_list = [
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["Output", true], 0,
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["Noise", false], 1, 2, 4, 5,
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];
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}
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