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) .setMappable(13); 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, 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"); 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) .setMappable(14); addShaderProp(SHADER_UNIFORM.float, "paramA"); inputs[| 12] = nodeValue("Parameter B", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setMappable(15); addShaderProp(SHADER_UNIFORM.float, "paramB"); ////////////////////////////////////////////////////////////////////////////////// inputs[| 13] = nodeValueMap("Scale map", self); addShaderProp(); inputs[| 14] = nodeValueMap("Parameter A map", self); addShaderProp(); inputs[| 15] = nodeValueMap("Parameter B map", self); addShaderProp(); ////////////////////////////////////////////////////////////////////////////////// inputs[| 16] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, 5, ["Noise", false], 10, 1, 16, 2, 13, 3, 4, 11, 14, 12, 15, ["Render", false], 6, 7, 8, 9, ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } 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); inputs[| 2].mappableStep(); inputs[| 11].mappableStep(); inputs[| 12].mappableStep(); } #endregion }