function Node_Fold_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Fold Noise"; shader = sh_noise_fold; 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_Int("Iteration", self, 2) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 6, 0.1] }); addShaderProp(SHADER_UNIFORM.integer, "iteration"); inputs[4] = nodeValue_Float("Stretch", self, 2); addShaderProp(SHADER_UNIFORM.float, "stretch"); inputs[5] = nodeValue_Float("Amplitude", self, 1.3) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); addShaderProp(SHADER_UNIFORM.float, "amplitude"); inputs[6] = nodeValue_Enum_Button("Mode", self, 0, [ "Greyscale", "Map" ]); addShaderProp(SHADER_UNIFORM.integer, "mode"); inputs[7] = nodeValue_Rotation("Rotation", self, 0); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, ["Noise", false], 1, 7, 2, 3, 4, 5, ["Render", false], 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; } }