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[Caustic] Add intensity property.
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2 changed files with 8 additions and 3 deletions
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@ -19,8 +19,12 @@ function Node_Caustic(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _g
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
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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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addShaderProp(SHADER_UNIFORM.float, "detail");
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newInput(6, nodeValue_Float("Intensity", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
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addShaderProp(SHADER_UNIFORM.float, "intensity");
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input_display_list = [
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input_display_list = [
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["Output", true], 0,
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["Output", true], 0,
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["Noise", false], 1, 2, 4, 5,
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["Noise", false], 1, 2, 6, 4, 5,
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];
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];
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}
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}
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@ -6,6 +6,7 @@ varying vec4 v_vColour;
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uniform float seed;
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uniform float seed;
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uniform float progress;
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uniform float progress;
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uniform float detail;
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uniform float detail;
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uniform float intensity;
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uniform vec2 dimension;
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uniform vec2 dimension;
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uniform vec2 position;
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uniform vec2 position;
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@ -95,6 +96,6 @@ void main() {
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n = snoise( pos );
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n = snoise( pos );
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// noise [-1..+1] -> color
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// noise [-1..+1] -> color
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float intensity = exp(n.w * 3. - 1.5);
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float i = exp(n.w * 3. - 1.5) * intensity;
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gl_FragColor = vec4(vec3(intensity), 1.);
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gl_FragColor = vec4(vec3(i), 1.);
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}
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}
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