Pixel-Composer/scripts/node_noise_cristal/node_noise_cristal.gml

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function Node_Noise_Cristal(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
name = "Cristal Noise";
shader = sh_noise_cristal;
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newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ] ));
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addShaderProp(SHADER_UNIFORM.float, "position");
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newInput(2, nodeValue_Vec2("Scale", self, [ 1, 1 ] ));
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addShaderProp(SHADER_UNIFORM.float, "scale");
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newInput(3, nodeValueSeed(self));
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addShaderProp(SHADER_UNIFORM.float, "seed");
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newInput(4, nodeValue_Int("Iteration", self, 15 ));
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addShaderProp(SHADER_UNIFORM.integer, "iteration");
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newInput(5, nodeValue_Color("Color", self, cola(c_white) ));
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addShaderProp(SHADER_UNIFORM.color, "color");
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newInput(6, nodeValue_Float("Gamma", self, 1 ))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
addShaderProp(SHADER_UNIFORM.float, "gamma");
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newInput(7, nodeValue_Rotation("Phase", self, 0));
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addShaderProp(SHADER_UNIFORM.float, "phase");
input_display_list = [ 3,
["Output", true], 0,
["Noise", false], 1, 2, 4, 7,
["Render", false], 5, 6,
];
}