function Node_Caustic(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Caustic"; shader = sh_water_caustic; 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("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); addShaderProp(SHADER_UNIFORM.float, "seed"); inputs[| 4] = nodeValue("Progress", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) addShaderProp(SHADER_UNIFORM.float, "progress"); inputs[| 5] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1.24) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); addShaderProp(SHADER_UNIFORM.float, "detail"); input_display_list = [ ["Output", true], 0, ["Noise", false], 1, 2, 4, 5, ]; }