Pixel-Composer/scripts/node_fold_noise/node_fold_noise.gml

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function Node_Fold_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
name = "Fold Noise";
shader = sh_noise_fold;
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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_Int("Iteration", self, 2))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 6, 0.1] });
addShaderProp(SHADER_UNIFORM.integer, "iteration");
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newInput(4, nodeValue_Float("Stretch", self, 2));
addShaderProp(SHADER_UNIFORM.float, "stretch");
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newInput(5, nodeValue_Float("Amplitude", self, 1.3))
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] });
addShaderProp(SHADER_UNIFORM.float, "amplitude");
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newInput(6, nodeValue_Enum_Button("Mode", self, 0, [ "Greyscale", "Map" ]));
addShaderProp(SHADER_UNIFORM.integer, "mode");
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newInput(7, nodeValue_Rotation("Rotation", self, 0));
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addShaderProp(SHADER_UNIFORM.float, "rotation");
input_display_list = [
["Output", true], 0,
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["Noise", false], 1, 7, 2, 3, 4, 5,
["Render", false], 6,
];
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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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}
}