function Node_Honeycomb_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Honeycomb Noise"; shader = sh_noise_honey; 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, [ 2, 2 ]) .setDisplay(VALUE_DISPLAY.vector); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); addShaderProp(SHADER_UNIFORM.float, "rotation"); inputs[| 4] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Hexagon", "Star" ]); addShaderProp(SHADER_UNIFORM.integer, "mode"); 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("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1); addShaderProp(SHADER_UNIFORM.integer, "iteration"); input_display_list = [ 5, ["Output", true], 0, ["Noise", false], 1, 2, 3, 4, 6. ]; 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; } }