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;
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inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ])
.setUnitRef(function(index) { return getDimension(index); });
addShaderProp(SHADER_UNIFORM.float, "position");
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inputs[2] = nodeValue_Vec2("Scale", self, [ 4, 4 ])
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.setMappable(13);
addShaderProp(SHADER_UNIFORM.float, "scale");
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inputs[3] = nodeValue_Int("Iteration", self, 2);
addShaderProp(SHADER_UNIFORM.integer, "iteration");
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inputs[4] = nodeValue_Bool("Tile", self, true, "Tiling only works with integer scale, and some effect type doesn't support tiling.");
addShaderProp(SHADER_UNIFORM.integer, "tile");
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inputs[5] = nodeValue_Float("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[5].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
addShaderProp(SHADER_UNIFORM.float, "seed");
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inputs[6] = nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ]);
addShaderProp(SHADER_UNIFORM.integer, "colored");
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inputs[7] = nodeValue_Slider_Range("Color R range", self, [ 0, 1 ]);
addShaderProp(SHADER_UNIFORM.float, "colorRanR");
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inputs[8] = nodeValue_Slider_Range("Color G range", self, [ 0, 1 ]);
addShaderProp(SHADER_UNIFORM.float, "colorRanG");
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inputs[9] = nodeValue_Slider_Range("Color B range", self, [ 0, 1 ]);
addShaderProp(SHADER_UNIFORM.float, "colorRanB");
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inputs[10] = nodeValue_Enum_Scroll("Noise type", self, 0, [ "Absolute worley", "Fluid", "Noisy", "Camo", "Blocky", "Max", "Vine" ]);
addShaderProp(SHADER_UNIFORM.integer, "type");
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inputs[11] = nodeValue_Float("Parameter A", self, 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_Float("Parameter B", self, 1)
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.setMappable(15);
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addShaderProp(SHADER_UNIFORM.float, "paramB");
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//////////////////////////////////////////////////////////////////////////////////
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inputs[13] = nodeValueMap("Scale map", self); addShaderProp();
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inputs[14] = nodeValueMap("Parameter A map", self); addShaderProp();
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inputs[15] = nodeValueMap("Parameter B map", self); addShaderProp();
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//////////////////////////////////////////////////////////////////////////////////
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inputs[16] = nodeValue_Rotation("Rotation", self, 0);
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addShaderProp(SHADER_UNIFORM.float, "rotation");
input_display_list = [
["Output", true], 0, 5,
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["Noise", false], 10, 1, 16, 2, 13, 3, 4, 11, 14, 12, 15,
["Render", false], 6, 7, 8, 9,
];
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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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}
static step = function() { #region
var _col = getInputData(6);
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var _typ = getInputData(10);
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inputs[7].setVisible(_col != 0);
inputs[8].setVisible(_col != 0);
inputs[9].setVisible(_col != 0);
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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
}