function Node_Flow_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Flow Noise"; shader = sh_noise_flow; inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ]) .setUnitRef(function(index) { return getDimension(index); }); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[2] = nodeValue_Vec2("Scale", self, [ 2, 2 ]); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[3] = nodeValue_Float("Progress", self, 0) addShaderProp(SHADER_UNIFORM.float, "progress"); inputs[4] = nodeValue_Slider_Range("Detail", self, [ 1, 8 ], { range: [ 1, 16, 0.1 ] }); addShaderProp(SHADER_UNIFORM.float, "detail"); inputs[5] = nodeValue_Rotation("Rotation", self, 0); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, ["Noise", false], 1, 5, 2, 3, 4, ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } }