function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Extra Perlins"; shader = sh_perlin_extra; inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2); addShaderProp(SHADER_UNIFORM.integer, "iteration"); inputs[| 4] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Tiling only works with integer scale, and some effect type doesn't support tiling."); addShaderProp(SHADER_UNIFORM.integer, "tile"); inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999)); addShaderProp(SHADER_UNIFORM.float, "seed"); inputs[| 6] = nodeValue("Color mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "RGB", "HSV" ]); addShaderProp(SHADER_UNIFORM.integer, "colored"); inputs[| 7] = nodeValue("Color R range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); addShaderProp(SHADER_UNIFORM.float, "colorRanR"); inputs[| 8] = nodeValue("Color G range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); addShaderProp(SHADER_UNIFORM.float, "colorRanG"); inputs[| 9] = nodeValue("Color B range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); addShaderProp(SHADER_UNIFORM.float, "colorRanB"); inputs[| 10] = nodeValue("Noise type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Absolute worley", "Fluid", "Noisy", "Camo", "Blocky", "Max", "Vine" ]); addShaderProp(SHADER_UNIFORM.integer, "type"); inputs[| 11] = nodeValue("Parameter A", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); addShaderProp(SHADER_UNIFORM.float, "paramA"); inputs[| 12] = nodeValue("Parameter B", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); addShaderProp(SHADER_UNIFORM.float, "paramB"); input_display_list = [ ["Output", true], 0, 5, ["Noise", false], 10, 1, 2, 3, 4, 11, 12, ["Render", false], 6, 7, 8, 9, ]; static step = function() { #region var _col = getInputData(6); var _typ = getInputData(10); inputs[| 7].setVisible(_col != 0); inputs[| 8].setVisible(_col != 0); inputs[| 9].setVisible(_col != 0); 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"; inputs[| 11].setVisible(_typ > 0); inputs[| 12].setVisible(false); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region return generateShader(_outSurf, _data); } #endregion }