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("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("Progress", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) addShaderProp(SHADER_UNIFORM.float, "progress"); inputs[| 4] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 1, 8 ]) .setDisplay(VALUE_DISPLAY.slider_range, { range: [ 1, 16, 0.1 ] }); addShaderProp(SHADER_UNIFORM.float, "detail"); inputs[| 5] = 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, ["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; } }