function Node_Shard_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Shard Noise"; shader = sh_noise_shard; inputs[| 1] = nodeValue_Vector("Position", self, [ 0, 0 ]) .setUnitRef(function(index) { return getDimension(index); }); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[| 2] = nodeValue_Vector("Scale", self, [ 4, 4 ]) .setMappable(6); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[| 3] = nodeValue_Float("Seed", self, 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_Float("Sharpness", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }) .setMappable(7); addShaderProp(SHADER_UNIFORM.float, "sharpness"); inputs[| 5] = nodeValue_Float("Progress", self, 0) .setMappable(8); addShaderProp(SHADER_UNIFORM.float, "progress") ////////////////////////////////////////////////////////////////////////////////// inputs[| 6] = nodeValueMap("Scale map", self); addShaderProp(); inputs[| 7] = nodeValueMap("Sharpness map", self); addShaderProp(); inputs[| 8] = nodeValueMap("Progress map", self); addShaderProp(); ////////////////////////////////////////////////////////////////////////////////// inputs[| 9] = nodeValue_Rotation("Rotation", self, 0); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, 3, ["Noise", false], 1, 9, 2, 6, 5, 8, 4, 7, ]; 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; } static step = function() { inputs[| 2].mappableStep(); inputs[| 4].mappableStep(); inputs[| 5].mappableStep(); } }